zeus/include/zeus/CRelAngle.hpp

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#pragma once
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#include "zeus/CVector3f.hpp"
#include "zeus/Math.hpp"
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#include <cmath>
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namespace zeus {
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/**
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* @brief The CRelAngle class represents relative angle in radians
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*/
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struct CRelAngle {
float angle = 0.f;
static float MakeRelativeAngle(float angle) {
float absAngle = std::fabs(angle);
if (absAngle == 2.f * M_PIF)
return std::copysign(absAngle, angle);
float ret = absAngle - std::floor(absAngle / (2.f * M_PIF)) * (2.f * M_PIF);
return std::copysign(ret, angle);
}
CRelAngle() = default;
CRelAngle(float angle) : angle(MakeRelativeAngle(angle)) {}
CRelAngle& operator=(float ang) {
angle = MakeRelativeAngle(ang);
return *this;
}
CRelAngle& operator=(const CRelAngle& ang) {
angle = ang.angle;
return *this;
}
float asDegrees() const { return radToDeg(angle); }
float asRadians() const { return angle; }
float arcCosine() const { return std::acos(angle); }
static CRelAngle FromDegrees(float angle) {
CRelAngle ret;
ret.angle = MakeRelativeAngle(degToRad(angle));
return ret;
}
operator float() const { return angle; }
static CRelAngle FromRadians(float angle) { return CRelAngle(angle); }
bool operator<(const CRelAngle& other) const { return angle < other.angle; }
CRelAngle& operator+=(const CRelAngle& other) {
angle = MakeRelativeAngle(angle + other.angle);
return *this;
}
CRelAngle& operator+=(float r) {
angle = MakeRelativeAngle(angle + r);
return *this;
}
CRelAngle& operator-=(const CRelAngle& other) {
angle = MakeRelativeAngle(angle - other.angle);
return *this;
}
CRelAngle& operator-=(float r) {
angle = MakeRelativeAngle(angle - r);
return *this;
}
CRelAngle& operator*=(const CRelAngle& other) {
angle = MakeRelativeAngle(angle * other.angle);
return *this;
}
CRelAngle& operator*=(float r) {
angle = MakeRelativeAngle(angle * r);
return *this;
}
CRelAngle& operator/=(const CRelAngle& other) {
angle = MakeRelativeAngle(angle / other.angle);
return *this;
}
CRelAngle& operator/=(float r) {
angle = MakeRelativeAngle(angle / r);
return *this;
}
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};
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} // namespace zeus