netradiant-custom/plugins/entity/angles.h
Garux 492f00b729 Radiant:
misc...
	* fix scaling for doom3 brush format
	* Pointfile function: try to also load .pts leak line file (q1), if .lin isn't found
	* snap transform origin for flip commands
	* change light intensity save format from %f to %g to prevent .99999 on transforms
	* support 'stupid quake bug' (invert pitch in angles)(generic and miscmodel ents)(cfg: entities="quake" in .game)
	* clipper: place 1st and 2nd points far, 3rd near to ease 3 points clipping
2017-08-02 09:44:51 +03:00

163 lines
4.6 KiB
C++

/*
Copyright (C) 2001-2006, William Joseph.
All Rights Reserved.
This file is part of GtkRadiant.
GtkRadiant is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
GtkRadiant is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with GtkRadiant; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
#if !defined( INCLUDED_ANGLES_H )
#define INCLUDED_ANGLES_H
#include "ientity.h"
#include "math/quaternion.h"
#include "generic/callback.h"
#include "stringio.h"
#include "angle.h"
#include "entity.h"
const Vector3 ANGLESKEY_IDENTITY = Vector3( 0, 0, 0 );
inline void default_angles( Vector3& angles ){
angles = ANGLESKEY_IDENTITY;
}
inline void normalise_angles( Vector3& angles ){
angles[0] = static_cast<float>( float_mod( angles[0], 360 ) );
angles[1] = static_cast<float>( float_mod( angles[1], 360 ) );
angles[2] = static_cast<float>( float_mod( angles[2], 360 ) );
}
inline void read_angle( Vector3& angles, const char* value ){
if ( !string_parse_float( value, angles[2] ) ) {
default_angles( angles );
}
else
{
angles[0] = 0;
angles[1] = 0;
normalise_angles( angles );
}
}
inline void read_angles( Vector3& angles, const char* value ){
if ( !string_parse_vector3( value, angles ) ) {
default_angles( angles );
}
else
{
angles = Vector3( angles[2], g_stupidQuakeBug? -angles[0] : angles[0], angles[1] );
normalise_angles( angles );
}
}
inline void write_angles( const Vector3& angles, Entity* entity ){
if ( angles[0] == 0
&& angles[1] == 0
&& angles[2] == 0 ) {
entity->setKeyValue( "angle", "" );
entity->setKeyValue( "angles", "" );
}
else
{
if ( angles[0] == 0 && angles[1] == 0 ) {
const float yaw = angles[2];
entity->setKeyValue( "angles", "" );
write_angle( yaw, entity );
}
else
{
char value[64];
sprintf( value, "%g %g %g", g_stupidQuakeBug? -angles[1] : angles[1], angles[2], angles[0] );
entity->setKeyValue( "angle", "" );
entity->setKeyValue( "angles", value );
}
}
}
inline Matrix4 matrix4_rotation_for_euler_xyz_degrees_quantised( const Vector3& angles ){
if( angles[0] == 0.f && angles[1] == 0.f ){
return matrix4_rotation_for_z_degrees( angles[2] );
}
else if( angles[0] == 0.f && angles[2] == 0.f ){
return matrix4_rotation_for_y_degrees( angles[1] );
}
else if( angles[1] == 0.f && angles[2] == 0.f ){
return matrix4_rotation_for_x_degrees( angles[0] );
}
return matrix4_rotation_for_euler_xyz_degrees( angles );
}
inline Vector3 angles_snapped_to_zero( const Vector3& angles ){
float epsilon = ( fabs( angles[0] ) > 0.001f || fabs( angles[1] ) > 0.001f || fabs( angles[2] ) > 0.001f ) ? 5e-5 : 1e-6;
return Vector3( fabs( angles[0] ) < epsilon ? 0.f : angles[0],
fabs( angles[1] ) < epsilon ? 0.f : angles[1],
fabs( angles[2] ) < epsilon ? 0.f : angles[2]
);
}
inline Vector3 angles_rotated( const Vector3& angles, const Quaternion& rotation ){
return angles_snapped_to_zero(
matrix4_get_rotation_euler_xyz_degrees(
matrix4_multiplied_by_matrix4(
matrix4_rotation_for_quaternion_quantised( rotation ),
matrix4_rotation_for_euler_xyz_degrees_quantised( angles )
)
)
);
}
#if 0
inline Vector3 angles_rotated_for_rotated_pivot( const Vector3& angles, const Quaternion& rotation ){
return angles_snapped_to_zero(
matrix4_get_rotation_euler_xyz_degrees(
matrix4_multiplied_by_matrix4(
matrix4_rotation_for_euler_xyz_degrees_quantised( angles ),
matrix4_rotation_for_quaternion_quantised( rotation )
)
)
);
}
#endif
class AnglesKey
{
Callback m_anglesChanged;
public:
Vector3 m_angles;
AnglesKey( const Callback& anglesChanged )
: m_anglesChanged( anglesChanged ), m_angles( ANGLESKEY_IDENTITY ){
}
void angleChanged( const char* value ){
read_angle( m_angles, value );
m_anglesChanged();
}
typedef MemberCaller1<AnglesKey, const char*, &AnglesKey::angleChanged> AngleChangedCaller;
void anglesChanged( const char* value ){
read_angles( m_angles, value );
m_anglesChanged();
}
typedef MemberCaller1<AnglesKey, const char*, &AnglesKey::anglesChanged> AnglesChangedCaller;
void write( Entity* entity ) const {
write_angles( m_angles, entity );
}
};
#endif