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#pragma once

class QAngle
{
public:
	float x, y, z;

	QAngle(void);
	QAngle(float X, float Y, float Z);
	QAngle(Vector A);

	void Init(float ix = 0.0f, float iy = 0.0f, float iz = 0.0f);
	void Random(float minVal, float maxVal);

	bool IsValid() const;
	void Invalidate();

	bool IsZero()
	{
		CHECK_VALID(*this);
		if (this->x == 0.f && this->y == 0.f && this->z == 0.f)
			return true;

		return false;
	}

	float operator[](int i) const;
	float& operator[](int i);

	float* Base();
	float const* Base() const;

	bool operator==(const QAngle& v) const;
	bool operator!=(const QAngle& v) const;

	QAngle& operator+=(const QAngle& v);
	QAngle& operator-=(const QAngle& v);
	QAngle& operator*=(float s);
	QAngle& operator/=(float s);

	float   Length() const;
	float   LengthSqr() const;

	QAngle& operator=(const QAngle& src);

	QAngle  operator-(void) const;

	QAngle  operator+(const QAngle& v) const;
	QAngle  operator-(const QAngle& v) const;
	QAngle  operator*(float fl) const;
	QAngle  operator/(float fl) const;

	QAngle Clamp();
	QAngle NormalizeNoClamp();
	QAngle Mod(float N);

	inline QAngle Normalize();
};

//-----------------------------------------------------------------------------
// constructors
//-----------------------------------------------------------------------------
inline QAngle::QAngle(void)
{
#ifdef _DEBUG
#ifdef VECTOR_PARANOIA
	// Initialize to NAN to catch errors
	x = y = z = float_NAN;
#endif
#endif
}

inline QAngle::QAngle(float X, float Y, float Z)
{
	x = X; y = Y; z = Z;
	CHECK_VALID(*this);
}

inline QAngle::QAngle(Vector A)
{
	x = A.x;
	y = A.y;
	z = A.z;
}

//-----------------------------------------------------------------------------
// initialization
//-----------------------------------------------------------------------------
inline void QAngle::Init(float ix, float iy, float iz)
{
	x = ix; y = iy; z = iz;
	CHECK_VALID(*this);
}

inline void QAngle::Random(float minVal, float maxVal)
{
	x = minVal + ((float)rand() / RAND_MAX) * (maxVal - minVal);
	y = minVal + ((float)rand() / RAND_MAX) * (maxVal - minVal);
	z = minVal + ((float)rand() / RAND_MAX) * (maxVal - minVal);
	CHECK_VALID(*this);
}

//-----------------------------------------------------------------------------
// IsValid?
//-----------------------------------------------------------------------------

inline bool QAngle::IsValid() const
{
	return std::isfinite(x) && std::isfinite(y) && std::isfinite(z);
}

//-----------------------------------------------------------------------------
// Invalidate
//-----------------------------------------------------------------------------

inline void QAngle::Invalidate()
{
	//#ifdef _DEBUG
	//#ifdef VECTOR_PARANOIA
	x = y = z = std::numeric_limits<float>::infinity();
	//#endif
	//#endif
}

//-----------------------------------------------------------------------------
// assignment
//-----------------------------------------------------------------------------
inline QAngle& QAngle::operator=(const QAngle& vOther)
{
	CHECK_VALID(vOther);
	x = vOther.x; y = vOther.y; z = vOther.z;
	return *this;
}

//-----------------------------------------------------------------------------
// comparison
//-----------------------------------------------------------------------------
inline bool QAngle::operator==(const QAngle& src) const
{
	CHECK_VALID(src);
	CHECK_VALID(*this);
	return (src.x == x) && (src.y == y) && (src.z == z);
}

inline bool QAngle::operator!=(const QAngle& src) const
{
	CHECK_VALID(src);
	CHECK_VALID(*this);
	return (src.x != x) || (src.y != y) || (src.z != z);
}

//-----------------------------------------------------------------------------
// standard math operations
//-----------------------------------------------------------------------------
inline QAngle& QAngle::operator+=(const QAngle& v)
{
	CHECK_VALID(*this);
	CHECK_VALID(v);
	x += v.x; y += v.y; z += v.z;
	return *this;
}

inline QAngle& QAngle::operator-=(const QAngle& v)
{
	CHECK_VALID(*this);
	CHECK_VALID(v);
	x -= v.x; y -= v.y; z -= v.z;
	return *this;
}

inline QAngle& QAngle::operator*=(float fl)
{
	x *= fl;
	y *= fl;
	z *= fl;
	CHECK_VALID(*this);
	return *this;
}

inline QAngle& QAngle::operator/=(float fl)
{
	Assert(fl != 0.0f);
	float oofl = 1.0f / fl;
	x *= oofl;
	y *= oofl;
	z *= oofl;
	CHECK_VALID(*this);
	return *this;
}

//-----------------------------------------------------------------------------
// Base address...
//-----------------------------------------------------------------------------
inline float* QAngle::Base()
{
	return (float*)this;
}

inline float const* QAngle::Base() const
{
	return (float const*)this;
}

//-----------------------------------------------------------------------------
// Array access
//-----------------------------------------------------------------------------
inline float& QAngle::operator[](int i)
{
	Assert((i >= 0) && (i < 3));
	return ((float*)this)[i];
}

inline float QAngle::operator[](int i) const
{
	Assert((i >= 0) && (i < 3));
	return ((float*)this)[i];
}

//-----------------------------------------------------------------------------
// length
//-----------------------------------------------------------------------------
inline float QAngle::Length() const
{
	CHECK_VALID(*this);
	return (float)sqrt(LengthSqr());
}


inline float QAngle::LengthSqr() const
{
	CHECK_VALID(*this);
	return x * x + y * y;
}

inline QAngle QAngle::operator-(void) const
{
	return QAngle(-x, -y, -z);
}

inline QAngle QAngle::operator+(const QAngle& v) const
{
	QAngle res;
	res.x = x + v.x;
	res.y = y + v.y;
	res.z = z + v.z;
	return res;
}

inline QAngle QAngle::operator-(const QAngle& v) const
{
	QAngle res;
	res.x = x - v.x;
	res.y = y - v.y;
	res.z = z - v.z;
	return res;
}

inline QAngle QAngle::operator*(float fl) const
{
	QAngle res;
	res.x = x * fl;
	res.y = y * fl;
	res.z = z * fl;
	return res;
}

inline QAngle QAngle::operator/(float fl) const
{
	QAngle res;
	res.x = x / fl;
	res.y = y / fl;
	res.z = z / fl;
	return res;
}

inline QAngle QAngle::Clamp()
{
	CHECK_VALID(*this);

	if (this->x < -89.0f)
		this->x = -89.0f;

	if (this->x > 89.0f)
		this->x = 89.0f;

	while (this->y < -180.0f)
		this->y += 360.0f;

	while (this->y > 180.0f)
		this->y -= 360.0f;

	this->z = 0.0f;

	return *this;
}

inline QAngle QAngle::NormalizeNoClamp()
{
	CHECK_VALID(*this);

	this->x -= floorf(this->x / 360.0f + 0.5f) * 360.0f;

	this->y -= floorf(this->y / 360.0f + 0.5f) * 360.0f;

	this->z -= floorf(this->z / 360.0f + 0.5f) * 360.0f;

	return *this;
}

inline QAngle QAngle::Mod(float N)
{
	CHECK_VALID(*this);
	this->x = fmod(x, N);
	this->y = fmod(y, N);
	this->z = fmod(z, N);

	return *this;
}

inline QAngle QAngle::Normalize()
{
	CHECK_VALID(*this);

	QAngle vector;
	float length = this->Length();

	if (length != 0)
	{
		vector.x = x / length;
		vector.y = y / length;
		vector.z = z / length;
	}
	else
		vector.x = vector.y = 0.0f; vector.z = 1.0f;

	return vector;
}