335 lines
8.2 KiB
C++
335 lines
8.2 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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const float Rad2Deg = 57.29578F;
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const float Deg2Rad = 0.0174532924F;
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/*
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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 <typename T>
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AngleOf<T>::AngleOf() : value(0) {}
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template <typename T>
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AngleOf<T>::AngleOf(T angle) : value(angle) {}
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//===== AngleSingle, AngleOf<float>
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template <>
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AngleOf<float> AngleOf<float>::Degrees(float angle) {
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return AngleOf(angle);
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}
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template <>
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AngleOf<float> AngleOf<float>::Radians(float angle) {
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return AngleOf(angle * Rad2Deg);
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}
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template <>
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float AngleOf<float>::InDegrees() const {
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return this->value;
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}
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template <>
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float AngleOf<float>::InRadians() const {
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return this->value * Deg2Rad;
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}
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//===== Angle16, AngleOf<signed short>
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template <>
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AngleOf<signed short> AngleOf<signed short>::Degrees(float angle) {
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if (!isfinite(angle)) {
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return AngleOf<signed short>(0);
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}
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// map float [-180..180) to integer [-32768..32767]
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signed short value = (signed short)(angle / 360.0F * 65536.0F);
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return AngleOf<signed short>(value);
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}
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template <>
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AngleOf<signed short> AngleOf<signed short>::Radians(float angle) {
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if (!isfinite(angle)) {
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return AngleOf<signed short>(0);
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}
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// map float [-PI..PI) to integer [-32768..32767]
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signed short value = (signed short)(angle / pi * 32768.0F);
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return AngleOf<signed short>(value);
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}
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template <>
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float AngleOf<signed short>::InDegrees() const {
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float degrees = this->value / 65536.0f * 360.0f;
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return degrees;
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}
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template <>
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float AngleOf<signed short>::InRadians() const {
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float radians = this->value / 65536.0f * (2 * pi);
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return radians;
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}
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//===== Angle8, AngleOf<signed char>
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template <>
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AngleOf<signed char> AngleOf<signed char>::Degrees(float angle) {
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if (!isfinite(angle))
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return AngleOf<signed char>(0);
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// map float [-180..180) to integer [-128..127)
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signed char value = (signed char)(angle / 360.0F * 256.0F);
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return AngleOf<signed char>(value);
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}
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template <>
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AngleOf<signed char> AngleOf<signed char>::Radians(float angle) {
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if (!isfinite(angle))
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return AngleOf<signed char>(0);
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// map float [-pi..pi) to integer [-128..127)
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signed char value = (signed char)(angle / pi * 128.0f);
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return AngleOf<signed char>(value);
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}
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template <>
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float AngleOf<signed char>::InDegrees() const {
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float degrees = this->value / 256.0f * 360.0f;
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return degrees;
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}
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template <>
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float AngleOf<signed char>::InRadians() const {
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float radians = this->value / 128.0f * pi;
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return radians;
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}
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//===== Generic
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template <typename T>
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bool AngleOf<T>::operator==(const AngleOf<T> a) const {
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return this->value == a.value;
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}
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template <typename T>
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bool AngleOf<T>::operator>(AngleOf<T> a) {
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return this->value > a.value;
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}
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template <typename T>
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bool AngleOf<T>::operator>=(AngleOf<T> a) {
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return this->value >= a.value;
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}
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template <typename T>
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bool AngleOf<T>::operator<(AngleOf<T> a) {
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return this->value < a.value;
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}
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template <typename T>
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bool AngleOf<T>::operator<=(AngleOf<T> a) {
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return this->value <= a.value;
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}
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template <typename T>
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AngleOf<T> AngleOf<T>::operator-() const {
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AngleOf<T> 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(this->value - a.value);
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angle = Normalize(angle);
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return angle;
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}
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template <typename T>
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AngleOf<T> AngleOf<T>::operator-(const AngleOf<T>& a) const {
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AngleOf<T> angle = AngleOf(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(this->value + a.value);
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angle = Normalize(angle);
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return angle;
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}
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template <typename T>
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AngleOf<T> AngleOf<T>::operator+(const AngleOf<T>& a) const {
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AngleOf<T> angle = AngleOf(this->value + a.value);
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return angle;
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}
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template <typename T>
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AngleOf<T> AngleOf<T>::operator+=(const AngleOf<T>& a) {
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this->value += a.value;
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return *this;
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}
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template <typename T>
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AngleOf<T> AngleOf<T>::Normalize(AngleOf<T> angle) {
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float angleValue = angle.InDegrees();
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if (!isfinite(angleValue))
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return angle;
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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 AngleOf::Degrees(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).InDegrees();
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float r = Float::Clamp(normalizedAngle, min.InDegrees(), max.InDegrees());
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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.InDegrees() - fromAngle.InDegrees();
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int sign = signbit(d) ? -1 : 1;
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d = sign * Float::Clamp(fabsf(d), 0, maxAngle.InDegrees());
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return fromAngle.InDegrees() + d;
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}
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template <typename T>
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float AngleOf<T>::Cos(AngleOf<T> a) {
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return cosf(a.InRadians());
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}
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template <typename T>
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float AngleOf<T>::Sin(AngleOf<T> a) {
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return sinf(a.InRadians());
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}
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template <typename T>
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float AngleOf<T>::Tan(AngleOf<T> a) {
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return tanf(a.InRadians());
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}
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template <typename T>
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AngleOf<T> AngleOf<T>::Acos(float f) {
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return AngleOf<T>::Radians(acosf(f));
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}
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template <typename T>
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AngleOf<T> AngleOf<T>::Asin(float f) {
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return AngleOf<T>::Radians(asinf(f));
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}
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template <typename T>
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AngleOf<T> AngleOf<T>::Atan(float f) {
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return AngleOf<T>::Radians(atanf(f));
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}
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template <>
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AngleOf<float> AngleOf<float>::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 * cosf(gamma * 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 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 = Deg2Rad;
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float alpha = asinf(a * sinf(beta.InDegrees() * deg2rad) / b);
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return alpha;
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}
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template class AngleOf<float>;
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template class AngleOf<signed char>;
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template class AngleOf<signed short>;
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