97 lines
2.5 KiB
C++
97 lines
2.5 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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/*
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#include <math.h>
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#include <stdlib.h>
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#include "Angle.h"
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template <>
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AngleOf<signed short>::AngleOf(int angle) {
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signed long long_angle = (signed short)angle * 65536;
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this->value = (signed short)(long_angle / 360);
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}
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template <>
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AngleOf<signed short>::AngleOf(float angle) {
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if (!isfinite(angle)) {
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value = 0;
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return;
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}
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// map float [-180..180) to integer [-32768..32767]
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this->value = (signed short)(angle / 360.0F * 65536.0F);
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}
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// template <>
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// AngleOf<signed short>::operator float() const {
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// float f = ((this->value * 180) / 32768.0F);
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// return f;
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// }
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template <>
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float AngleOf<signed short>::ToFloat() const {
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float f = ((this->value * 180) / 32768.0F);
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return f;
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}
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template <>
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AngleOf<signed short> AngleOf<signed short>::operator-() const {
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AngleOf<signed short> angle = AngleOf();
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angle.value = -this->value;
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return angle;
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}
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template <>
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AngleOf<signed short> AngleOf<signed short>::operator-(
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const AngleOf<signed short>& a) const {
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AngleOf<signed short> 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<signed short> AngleOf<signed short>::operator+(
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const AngleOf<signed short>& a) const {
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AngleOf<signed short> 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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// Not correct!!! just for syntactical compilation ATM
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template <>
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AngleOf<signed short> AngleOf<signed short>::CosineRuleSide(
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float a,
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float b,
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AngleOf<signed short> 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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// Not correct!!! just for syntactical compilation ATM
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template <>
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AngleOf<signed short> AngleOf<signed short>::CosineRuleAngle(float a,
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float b,
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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) * Passer::LinearAlgebra::Rad2Deg;
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return gamma;
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}
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*/ |