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MATH: Add an Angle class.
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math/angle.cpp
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161
math/angle.cpp
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/* Residual - A 3D game interpreter
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*
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* Residual is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library 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 GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*
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* $URL$
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* $Id$
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*/
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#include "common/streamdebug.h"
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#include "math/angle.h"
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#include "math/utils.h"
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namespace Math {
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Angle::Angle(float degrees, float low) :
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_degrees(degrees), _rangeLow(low) {
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crop();
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}
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Angle::Angle(const Angle &a) :
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_degrees(a._degrees), _rangeLow(a._rangeLow) {
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}
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void Angle::setDegrees(float degrees) {
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_degrees = degrees;
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crop();
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}
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void Angle::setRadians(float radians) {
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_degrees = radianToDegree(radians);
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crop();
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}
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float Angle::getRadians() const {
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return degreeToRadian(_degrees);
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}
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float Angle::getDegrees(float low) const {
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return _degrees - _rangeLow + low;
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}
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float Angle::getRadians(float low) const {
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float d = getDegrees(low);
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return degreeToRadian(d);
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}
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float Angle::getCosine() const {
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return cosf(getRadians());
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}
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float Angle::getSine() const {
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return sinf(getRadians());
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}
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float Angle::getTangent() const {
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return tanf(getRadians());
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}
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Angle &Angle::operator=(const Angle &a) {
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_degrees = a._degrees;
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_rangeLow = a._rangeLow;
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return *this;
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}
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Angle &Angle::operator=(float degrees) {
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setDegrees(degrees);
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return *this;
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}
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Angle &Angle::operator+=(const Angle &a) {
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setDegrees(_degrees + a._degrees);
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return *this;
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}
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Angle &Angle::operator+=(float degrees) {
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setDegrees(_degrees + degrees);
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return *this;
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}
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Angle &Angle::operator-=(const Angle &a) {
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setDegrees(_degrees - a._degrees);
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return *this;
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}
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Angle &Angle::operator-=(float degrees) {
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setDegrees(_degrees - degrees);
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return *this;
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}
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Angle Angle::fromRadians(float radians, float low) {
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return Angle(radianToDegree(radians), low);
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}
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Angle Angle::arcCosine(float x) {
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Angle a;
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a.setRadians(acosf(x));
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return a;
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}
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Angle Angle::arcSine(float x) {
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Angle a;
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a.setRadians(asinf(x));
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return a;
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}
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Angle Angle::arcTangent(float x) {
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Angle a;
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a.setRadians(atanf(x));
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return a;
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}
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Angle Angle::arcTangent2(float y, float x) {
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Angle a;
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a.setRadians(atan2f(y, x));
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return a;
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}
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void Angle::setRange(float low) {
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_rangeLow = low;
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}
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void Angle::crop() {
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while (_degrees >= _rangeLow + 360) {
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_degrees -= 360;
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}
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while (_degrees < _rangeLow) {
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_degrees += 360;
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}
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}
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}
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Common::Debug &operator<<(Common::Debug dbg, const Math::Angle &a) {
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dbg.nospace() << "Angle(" << a.getDegrees() << ")";
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return dbg.space();
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}
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185
math/angle.h
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185
math/angle.h
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@ -0,0 +1,185 @@
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/* Residual - A 3D game interpreter
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*
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* Residual is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library 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 GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*
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* $URL$
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* $Id$
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*/
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#ifndef MATH_ANGLE_H
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#define MATH_ANGLE_H
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#include "common/scummsys.h"
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namespace Common {
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class Debug;
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}
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namespace Math {
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class Angle {
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public:
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/**
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* Construct an angle object.
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*
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* \param degrees The angle, in degrees. Default is 0.
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* \param low The lower bound of the range, in degrees. Default is -180.
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*/
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Angle(float degrees = 0, float low = -180);
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/**
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* Construct and angle object, copying an already existing one.
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*
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* \param a The angle to copy.
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*/
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Angle(const Angle &a);
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void setDegrees(float degrees);
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void setRadians(float radians);
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/**
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* Sets the range of the angle.
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*
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* \param low The lower bound of the range, in degrees.
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*/
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void setRange(float low);
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inline float getDegrees() const { return _degrees; }
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float getRadians() const;
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/**
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* Returns the degrees of the angle, in the defined range.
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*
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* \param low The lower bound of the range, in degrees.
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*/
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float getDegrees(float low) const;
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/**
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* Returns the radianss of the angle, in the defined range.
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*
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* \param low The lower bound of the range, in degrees.
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*/
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float getRadians(float low) const;
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float getCosine() const;
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float getSine() const;
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float getTangent() const;
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Angle &operator=(const Angle &a);
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Angle &operator=(float degrees);
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Angle &operator+=(const Angle &a);
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Angle &operator+=(float degrees);
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Angle &operator-=(const Angle &a);
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Angle &operator-=(float degrees);
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/**
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* Build an angle object.
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*
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* \param radians The angle, in radians.
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* \param low The lower bound of the range, in degrees. Default is -180.
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*/
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static Angle fromRadians(float radians, float low = -180);
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static Angle arcCosine(float x);
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static Angle arcSine(float x);
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static Angle arcTangent(float x);
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static Angle arcTangent2(float y, float x);
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private:
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void crop();
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float _degrees;
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float _rangeLow;
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};
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inline Angle operator-(const Angle &a) {
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return Angle(-a.getDegrees());
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}
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inline Angle operator+(const Angle &a1, const Angle &a2) {
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return Angle(a1.getDegrees() + a2.getDegrees());
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}
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inline Angle operator+(const Angle &a1, float degrees) {
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return Angle(a1.getDegrees() + degrees);
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}
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inline Angle operator+(float degrees, const Angle &a2) {
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return Angle(degrees + a2.getDegrees());
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}
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inline Angle operator-(const Angle &a1, const Angle &a2) {
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return Angle(a1.getDegrees() - a2.getDegrees());
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}
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inline Angle operator-(const Angle &a1, float degrees) {
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return Angle(a1.getDegrees() - degrees);
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}
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inline Angle operator-(float degrees, const Angle &a2) {
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return Angle(degrees - a2.getDegrees());
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}
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inline Angle operator*(const Angle &a1, float f) {
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return Angle(a1.getDegrees() * f);
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}
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inline Angle operator*(float f, const Angle &a2) {
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return Angle(a2.getDegrees() * f);
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}
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inline Angle operator/(const Angle &a1, float f) {
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return Angle(a1.getDegrees() / f);
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}
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inline Angle operator/(float f, const Angle &a2) {
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return Angle(a2.getDegrees() / f);
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}
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inline bool operator==(const Angle &a1, const Angle &a2) {
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return fabsf(a1.getDegrees() - a2.getDegrees()) < 0.001;
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}
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inline bool operator!=(const Angle &a1, const Angle &a2) {
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return !(a1 == a2);
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}
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inline bool operator<(const Angle &a1, const Angle &a2) {
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return a1.getDegrees() < a2.getDegrees();
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}
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inline bool operator<(const Angle &a1, float degrees) {
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return a1.getDegrees() < degrees;
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}
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inline bool operator<(float degrees, const Angle &a2) {
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return degrees < a2.getDegrees();
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}
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inline bool operator>(const Angle &a1, const Angle &a2) {
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return a1.getDegrees() > a2.getDegrees();
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}
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inline bool operator>(const Angle &a1, float degrees) {
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return a1.getDegrees() > degrees;
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}
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inline bool operator>(float degrees, const Angle &a2) {
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return degrees > a2.getDegrees();
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}
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}
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Common::Debug &operator<<(Common::Debug dbg, const Math::Angle &a);
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#endif
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MODULE := math
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MODULE_OBJS := \
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angle.o \
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matrix3.o \
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matrix4.o \
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line3d.o \
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