#ifndef ANGLETRANSFORM_H #define ANGLETRANSFORM_H #define POSITIVE_PITCH_IS_DOWN #ifdef POSITIVE_PITCH_IS_DOWN #define fixedmakevectors makevectors vector fixedvectoangles(vector a); vector fixedvectoangles2(vector a, vector b); #else void fixedmakevectors(vector a); #define fixedvectoangles2 vectoangles2 #define fixedvectoangles vectoangles #endif vector AnglesTransform_Apply(vector transform, vector v); vector AnglesTransform_Multiply(vector t1, vector t2); // A B vector AnglesTransform_Invert(vector transform); vector AnglesTransform_TurnDirectionFU(vector transform); vector AnglesTransform_TurnDirectionFR(vector transform); vector AnglesTransform_RightDivide(vector to_transform, vector from_transform); // A B^-1 vector AnglesTransform_LeftDivide(vector from_transform, vector to_transform); // A^-1 B vector AnglesTransform_Normalize(vector t, float minimize_roll); // makes sure all angles are in their range: yaw in -180..180, pitch in -90..90, roll in -180..180 (or if minimize_roll is set, pitch in -180..180, roll in -90..90) vector AnglesTransform_ApplyToAngles(vector transform, vector v); vector AnglesTransform_ApplyToVAngles(vector transform, vector v); vector AnglesTransform_FromAngles(vector v); vector AnglesTransform_ToAngles(vector v); vector AnglesTransform_FromVAngles(vector v); vector AnglesTransform_ToVAngles(vector v); // transformed = original * transform + postshift vector AnglesTransform_Multiply_GetPostShift(vector sf0, vector st0, vector t1, vector st1); vector AnglesTransform_PrePostShift_GetPostShift(vector sf, vector t, vector st); #endif