#include "anglestransform.qh" // angles transforms // angles in fixedmakevectors/fixedvectoangles space vector AnglesTransform_Apply(vector transform, vector v) { fixedmakevectors(transform); return v_forward * v.x + v_right * (-v.y) + v_up * v.z; } vector AnglesTransform_Multiply(vector t1, vector t2) { vector m_forward, m_up; fixedmakevectors(t2); m_forward = v_forward; m_up = v_up; m_forward = AnglesTransform_Apply(t1, m_forward); m_up = AnglesTransform_Apply(t1, m_up); return fixedvectoangles2(m_forward, m_up); } vector AnglesTransform_Invert(vector transform) { vector i_forward, i_up; fixedmakevectors(transform); // we want angles that turn v_forward into '1 0 0', v_right into '0 1 0' and v_up into '0 0 1' // but these are orthogonal unit vectors! // so to invert, we can simply fixedvectoangles the TRANSPOSED matrix // TODO is this always -transform? i_forward.x = v_forward.x; i_forward.y = -v_right.x; i_forward.z = v_up.x; i_up.x = v_forward.z; i_up.y = -v_right.z; i_up.z = v_up.z; return fixedvectoangles2(i_forward, i_up); } vector AnglesTransform_TurnDirectionFR(vector transform) { // turn 180 degrees around v_up // changes in-direction to out-direction //fixedmakevectors(transform); //return fixedvectoangles2(-1 * v_forward, 1 * v_up); transform.x = -transform.x; transform.y = 180 + transform.y; transform.z = -transform.z; // pitch: -s +c // yaw: -s -c // roll: -s +c return transform; } vector AnglesTransform_TurnDirectionFU(vector transform) { // turn 180 degrees around v_up // changes in-direction to out-direction //fixedmakevectors(transform); //return fixedvectoangles2(-1 * v_forward, 1 * v_up); transform.x = -transform.x; transform.y = 180 + transform.y; transform.z = 180 - transform.z; return transform; } vector AnglesTransform_RightDivide(vector to_transform, vector from_transform) { return AnglesTransform_Multiply(to_transform, AnglesTransform_Invert(from_transform)); } vector AnglesTransform_LeftDivide(vector from_transform, vector to_transform) { return AnglesTransform_Multiply(AnglesTransform_Invert(from_transform), to_transform); } vector AnglesTransform_Normalize(vector t, float minimize_roll) { float need_flip; // first, bring all angles in their range... t.x = t.x - 360 * rint(t.x / 360); t.y = t.y - 360 * rint(t.y / 360); t.z = t.z - 360 * rint(t.z / 360); if(minimize_roll) need_flip = (t.z > 90 || t.z <= -90); else need_flip = (t.x > 90 || t.x < -90); // for pitch we prefer to allow exactly -90 degrees for looking straight down if(need_flip) { if(t.x >= 0) t.x = 180 - t.x; else t.x = -180 - t.x; if(t.y > 0) t.y -= 180; else t.y += 180; if(t.z > 0) t.z -= 180; else t.z += 180; } return t; } vector AnglesTransform_CancelRoll(vector t) { const float epsilon = 30; float f; // constraints: // forward vector (NOT SO important) // right vector, up vector: screen rotation (MORE important) // choose best match among all pitch-yaw only rotations // FIXME find a better method f = fabs(t.x - (-90)) / epsilon; if(f < 1) { //t_x = -90; t.y += t.z; t.z = 0; } else { f = fabs(t.x - 90) / epsilon; if(f < 1) { //t_x = 90; t.y -= t.z; t.z = 0; } } return t; } #if POSITIVE_PITCH_IS_DOWN vector AnglesTransform_ApplyToAngles(vector transform, vector v) { v.x = -v.x; v = AnglesTransform_Multiply(transform, v); v.x = -v.x; return v; } vector AnglesTransform_ApplyToVAngles(vector transform, vector v) { v = AnglesTransform_Multiply(transform, v); return v; } vector AnglesTransform_FromAngles(vector v) { v.x = -v.x; return v; } vector AnglesTransform_ToAngles(vector v) { v.x = -v.x; return v; } vector AnglesTransform_FromVAngles(vector v) { return v; } vector AnglesTransform_ToVAngles(vector v) { return v; } #else vector AnglesTransform_ApplyToAngles(vector transform, vector v) { v = AnglesTransform_Multiply(transform, v); return v; } vector AnglesTransform_ApplyToVAngles(vector transform, vector v) { v.x = -v.x; v = AnglesTransform_Multiply(transform, v); v.x = -v.x; return v; } vector AnglesTransform_FromAngles(vector v) { return v; } vector AnglesTransform_ToAngles(vector v) { return v; } vector AnglesTransform_FromVAngles(vector v) { v.x = -v.x; return v; } vector AnglesTransform_ToVAngles(vector v) { v.x = -v.x; return v; } #endif vector AnglesTransform_Multiply_GetPostShift(vector t0, vector st0, vector t1, vector st1) { // we want the result of: // t0 * (t1 * p + st1) + st0 // t0 * t1 * p + t0 * st1 + st0 return st0 + AnglesTransform_Apply(t0, st1); } vector AnglesTransform_PrePostShift_GetPostShift(vector sf, vector t, vector st) { return st - AnglesTransform_Apply(t, sf); }