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