Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
157 lines
3.8 KiB
C++
157 lines
3.8 KiB
C++
//===========================================================================//
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// File: angle.cc //
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// Project: MUNGA Brick: Math Library //
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// Contents: Implementation details for angle classes //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 11/19/94 JMA Initial coding. //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1994-1995, Virtual World Entertainment, Inc. //
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// All Rights reserved worldwide //
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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
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//===========================================================================//
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#include "StuffHeaders.hpp"
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//
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//#############################################################################
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//#############################################################################
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//
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Scalar
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Radian::Normalize(Scalar Value)
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{
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Scalar temp = static_cast<Scalar>(fmod(Value,Two_Pi));
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if (temp > Pi)
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{
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temp -= Two_Pi;
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}
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else if (temp <= -Pi)
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{
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temp += Two_Pi;
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}
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return temp;
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}
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//
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//#############################################################################
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//#############################################################################
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//
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Radian&
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Radian::Normalize()
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{
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Check_Object(this);
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angle = static_cast<Scalar>(fmod(angle,Two_Pi));
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if (angle > Pi) {
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angle -= Two_Pi;
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}
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else if (angle < -Pi) {
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angle += Two_Pi;
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}
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return *this;
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}
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//
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//#############################################################################
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//#############################################################################
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//
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Radian&
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Radian::Lerp(const Radian &a,const Radian &b,Scalar t)
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{
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Scalar a1,a2;
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Check_Pointer(this);
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Check_Object(&a);
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Check_Object(&b);
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a1 = Radian::Normalize(a.angle);
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a2 = Radian::Normalize(b.angle);
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if (a2-a1 > Pi) {
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a2 -= Two_Pi;
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}
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else if (a2-a1 < -Pi) {
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a2 += Two_Pi;
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}
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angle = Stuff::Lerp(a1, a2, t);
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return *this;
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}
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#if 0
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SinCosPair&
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SinCosPair::operator=(const Radian &radian)
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{
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Check_Pointer(this);
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Check_Object(&radian);
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#if USE_ASSEMBLER_CODE
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Scalar *f = &sine;
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_asm {
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push ebx
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push edx
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mov ebx, f
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mov edx, radian.angle
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fld dword ptr [edx]
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fsincos
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fstp dword ptr [ebx + 4]
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fstp dword ptr [ebx]
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pop edx
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pop ebx
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}
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#else
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cosine = cos(radian);
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sine = sin(radian);
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#endif
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Check_Object(this);
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return *this;
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}
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#endif
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//
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//#############################################################################
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//#############################################################################
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//
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#if !defined(Spew)
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void
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Spew(
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const char* group,
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const Radian& angle
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)
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{
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Check_Object(&angle);
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SPEW((group, "%f rad+", angle.angle));
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}
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//
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//#############################################################################
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//#############################################################################
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//
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void
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Spew(
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const char* group,
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const Degree& angle
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)
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{
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Check_Object(&angle);
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SPEW((group, "%f deg+", angle.angle));
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}
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//
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//#############################################################################
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//#############################################################################
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//
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void
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Spew(
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const char* group,
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const SinCosPair& angle
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)
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{
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Check_Object(&angle);
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SPEW((group, "{%f,%f}+", angle.cosine, angle.sine));
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}
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#endif
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