95 lines
2.4 KiB
C++
95 lines
2.4 KiB
C++
/*
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Copyright (C) 2001-2006, William Joseph.
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All Rights Reserved.
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This file is part of GtkRadiant.
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GtkRadiant is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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GtkRadiant is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with GtkRadiant; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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#pragma once
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#include "ientity.h"
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#include "math/quaternion.h"
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#include "generic/callback.h"
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#include "stringio.h"
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const float ANGLEKEY_IDENTITY = 0;
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inline void default_angle( float& angle ){
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angle = ANGLEKEY_IDENTITY;
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}
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inline void normalise_angle( float& angle ){
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angle = static_cast<float>( float_mod( angle, 360.0 ) );
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}
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inline void read_angle( float& angle, const char* value ){
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if ( !string_parse_float( value, angle ) ) {
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angle = 0;
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}
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else
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{
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normalise_angle( angle );
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}
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}
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inline void write_angle( float angle, Entity* entity ){
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if ( angle == 0 ) {
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entity->setKeyValue( "angle", "" );
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}
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else
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{
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char value[64];
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sprintf( value, "%g", angle );
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entity->setKeyValue( "angle", value );
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}
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}
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class AngleKey
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{
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Callback m_angleChanged;
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public:
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float m_angle;
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AngleKey( const Callback& angleChanged )
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: m_angleChanged( angleChanged ), m_angle( ANGLEKEY_IDENTITY ){
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}
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void angleChanged( const char* value ){
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read_angle( m_angle, value );
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m_angleChanged();
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}
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typedef MemberCaller1<AngleKey, const char*, &AngleKey::angleChanged> AngleChangedCaller;
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void write( Entity* entity ) const {
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write_angle( m_angle, entity );
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}
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};
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inline float float_snapped_to_zero( float value ){
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return fabs( value ) < 1e-6 ? 0.f : value;
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}
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inline float angle_rotated( float angle, const Quaternion& rotation ){
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return float_snapped_to_zero(
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matrix4_get_rotation_euler_xyz_degrees(
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matrix4_multiplied_by_matrix4(
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matrix4_rotation_for_quaternion_quantised( rotation ),
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matrix4_rotation_for_z_degrees( angle )
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)
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).z()
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);
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}
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