203 lines
5.2 KiB
C++
203 lines
5.2 KiB
C++
// This Source Code Form is subject to the terms of the Mozilla Public
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// License, v. 2.0.If a copy of the MPL was not distributed with this
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// file, You can obtain one at https ://mozilla.org/MPL/2.0/.
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#include "Angle.h"
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#include <math.h>
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#include "FloatSingle.h"
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/*
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const float Angle::Rad2Deg = 57.29578F;
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const float Angle::Deg2Rad = 0.0174532924F;
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float Angle::Normalize(float angle) {
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if (!isfinite(angle))
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return angle;
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while (angle <= -180)
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angle += 360;
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while (angle > 180)
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angle -= 360;
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return angle;
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}
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float Angle::Clamp(float angle, float min, float max) {
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float normalizedAngle = Normalize(angle);
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float r = Float::Clamp(normalizedAngle, min, max);
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return r;
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}
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float Angle::Difference(float a, float b) {
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float r = Normalize(b - a);
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return r;
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}
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float Angle::MoveTowards(float fromAngle, float toAngle, float maxAngle) {
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float d = toAngle - fromAngle;
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float sign = signbit(d) ? -1 : 1;
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d = sign * Float::Clamp(fabs(d), 0, maxAngle);
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return fromAngle + d;
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}
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float Angle::CosineRuleSide(float a, float b, float gamma) {
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float a2 = a * a;
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float b2 = b * b;
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float d = a2 + b2 - 2 * a * b * cos(gamma * Angle::Deg2Rad);
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// Catch edge cases where float inacuracies lead tot nans
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if (d < 0)
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return 0;
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float c = sqrtf(d);
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return c;
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}
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float Angle::CosineRuleAngle(float a, float b, float c) {
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float a2 = a * a;
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float b2 = b * b;
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float c2 = c * c;
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float d = (a2 + b2 - c2) / (2 * a * b);
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// Catch edge cases where float inacuracies lead tot nans
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if (d >= 1)
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return 0;
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if (d <= -1)
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return 180;
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float gamma = acos(d) * Angle::Rad2Deg;
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return gamma;
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}
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float Angle::SineRuleAngle(float a, float beta, float b) {
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float alpha = asin(a * sin(beta * Angle::Deg2Rad) / b);
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return alpha;
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}
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*/
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//----------------------
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template <>
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AngleOf<float>::AngleOf(int angle) : value((float)angle) {}
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template <>
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AngleOf<float>::AngleOf(float angle) : value(angle) {}
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// template <>
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// AngleOf<float>::operator float() const {
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// return value;
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// }
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template <>
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float AngleOf<float>::ToFloat() const {
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return value;
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}
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// template <>
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// AngleOf<float> AngleOf<float>::pi = 3.1415927410125732421875F;
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// template <>
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// AngleOf<float> AngleOf<float>::Rad2Deg = 360.0f / (pi * 2);
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// template <>
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// AngleOf<float> AngleOf<float>::Deg2Rad = (pi * 2) / 360.0f;
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template <>
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bool Passer::LinearAlgebra::AngleOf<float>::operator==(AngleOf<float> a) {
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return this->ToFloat() == a.ToFloat();
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}
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template <>
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AngleOf<float> AngleOf<float>::operator-() const {
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AngleOf<float> angle = AngleOf(-this->value);
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return angle;
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}
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template <>
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AngleOf<float> AngleOf<float>::operator-(const AngleOf<float>& a) const {
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AngleOf<float> angle = AngleOf();
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angle.value = this->value - a.value;
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return angle;
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}
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template <>
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AngleOf<float> AngleOf<float>::operator+(const AngleOf<float>& a) const {
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AngleOf<float> angle = AngleOf();
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angle.value = this->value + a.value;
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return angle;
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}
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template <>
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AngleOf<float> AngleOf<float>::Normalize(AngleOf<float> angle) {
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float angleValue = angle.ToFloat();
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if (!isfinite(angleValue))
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return angleValue;
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while (angleValue <= -180)
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angleValue += 360;
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while (angleValue > 180)
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angleValue -= 360;
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return angleValue;
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}
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template <>
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AngleOf<float> AngleOf<float>::Clamp(AngleOf<float> angle,
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AngleOf<float> min,
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AngleOf<float> max) {
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float normalizedAngle = Normalize(angle).ToFloat();
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float r = Float::Clamp(normalizedAngle, min.ToFloat(), max.ToFloat());
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return r;
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}
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// template <typename T>
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// Angle2<T> Angle2<T>::Difference(Angle2<T> a, Angle2<T> b) {
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// Angle2<T> r = Normalize(b - a);
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// return r;
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// }
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template <>
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AngleOf<float> AngleOf<float>::MoveTowards(AngleOf<float> fromAngle,
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AngleOf<float> toAngle,
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AngleOf<float> maxAngle) {
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float d = toAngle.ToFloat() - fromAngle.ToFloat();
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int sign = signbit(d) ? -1 : 1;
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d = sign * Float::Clamp(fabsf(d), 0, maxAngle.ToFloat());
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return fromAngle.ToFloat() + d;
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}
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template <>
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AngleOf<float> AngleOf<float>::CosineRuleSide(float a,
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float b,
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AngleOf<float> gamma) {
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float a2 = a * a;
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float b2 = b * b;
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float d = a2 + b2 -
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2 * a * b * cosf(gamma.ToFloat() * Passer::LinearAlgebra::Deg2Rad);
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// Catch edge cases where float inacuracies lead tot nans
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if (d < 0)
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return 0.0f;
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float c = sqrtf(d);
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return c;
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}
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template <>
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AngleOf<float> AngleOf<float>::CosineRuleAngle(float a, float b, float c) {
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float a2 = a * a;
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float b2 = b * b;
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float c2 = c * c;
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float d = (a2 + b2 - c2) / (2 * a * b);
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// Catch edge cases where float inacuracies lead tot nans
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if (d >= 1)
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return 0.0f;
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if (d <= -1)
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return 180.0f;
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float rad2deg = Passer::LinearAlgebra::Rad2Deg;
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float gamma = acosf(d) * rad2deg;
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return gamma;
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}
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template <>
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AngleOf<float> AngleOf<float>::SineRuleAngle(float a,
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AngleOf<float> beta,
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float b) {
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float deg2rad = Passer::LinearAlgebra::Deg2Rad;
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float alpha = asinf(a * sinf(beta.ToFloat() * deg2rad) / b);
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return alpha;
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} |