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angle.h
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angle.h
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#pragma once
class ang_t {
public:
// data member variables.
float x, y, z;
public:
// constructors.
__forceinline ang_t( ) : x{}, y{}, z{} {}
__forceinline ang_t( float x, float y, float z ) : x{ x }, y{ y }, z{ z } {}
// at-accesors.
__forceinline float& at( const size_t index ) {
return ( ( float* )this )[ index ];
}
__forceinline float& at( const size_t index ) const {
return ( ( float* )this )[ index ];
}
// index operators.
__forceinline float& operator( )( const size_t index ) {
return at( index );
}
__forceinline const float& operator( )( const size_t index ) const {
return at( index );
}
__forceinline float& operator[ ]( const size_t index ) {
return at( index );
}
__forceinline const float& operator[ ]( const size_t index ) const {
return at( index );
}
// equality operators.
__forceinline bool operator==( const ang_t& v ) const {
return v.x == x && v.y == y && v.z == z;
}
__forceinline bool operator!=( const ang_t& v ) const {
return v.x != x || v.y != y || v.z != z;
}
__forceinline bool operator !( ) const {
return !x && !y && !z;
}
// copy assignment.
__forceinline ang_t& operator=( const ang_t& v ) {
x = v.x;
y = v.y;
z = v.z;
return *this;
}
// negation-operator.
__forceinline ang_t operator-( ) const {
return ang_t( -x, -y, -z );
}
// arithmetic operators.
__forceinline ang_t operator+( const ang_t& v ) const {
return {
x + v.x,
y + v.y,
z + v.z
};
}
__forceinline ang_t operator-( const ang_t& v ) const {
return {
x - v.x,
y - v.y,
z - v.z
};
}
__forceinline ang_t operator*( const ang_t& v ) const {
return {
x * v.x,
y * v.y,
z * v.z
};
}
__forceinline ang_t operator/( const ang_t& v ) const {
return {
x / v.x,
y / v.y,
z / v.z
};
}
// compound assignment operators.
__forceinline ang_t& operator+=( const ang_t& v ) {
x += v.x;
y += v.y;
z += v.z;
return *this;
}
__forceinline ang_t& operator-=( const ang_t& v ) {
x -= v.x;
y -= v.y;
z -= v.z;
return *this;
}
__forceinline ang_t& operator*=( const ang_t& v ) {
x *= v.x;
y *= v.y;
z *= v.z;
return *this;
}
__forceinline ang_t& operator/=( const ang_t& v ) {
x /= v.x;
y /= v.y;
z /= v.z;
return *this;
}
// arithmetic operators w/ float.
__forceinline ang_t operator+( float f ) const {
return {
x + f,
y + f,
z + f
};
}
__forceinline ang_t operator-( float f ) const {
return {
x - f,
y - f,
z - f
};
}
__forceinline ang_t operator*( float f ) const {
return {
x * f,
y * f,
z * f
};
}
__forceinline ang_t operator/( float f ) const {
return {
x / f,
y / f,
z / f
};
}
// compound assignment operators w/ float.
__forceinline ang_t& operator+=( float f ) {
x += f;
y += f;
z += f;
return *this;
}
__forceinline ang_t& operator-=( float f ) {
x -= f;
y -= f;
z -= f;
return *this;
}
__forceinline ang_t& operator*=( float f ) {
x *= f;
y *= f;
z *= f;
return *this;
}
__forceinline ang_t& operator/=( float f ) {
x /= f;
y /= f;
z /= f;
return *this;
}
// methods.
__forceinline void clear( ) {
x = y = z = 0.f;
}
__forceinline void normalize( ) {
math::NormalizeAngle( x );
math::NormalizeAngle( y );
math::NormalizeAngle( z );
}
__forceinline ang_t normalized( ) const {
auto vec = *this;
vec.normalize( );
return vec;
}
__forceinline void clamp( ) {
math::clamp( x, -89.f, 89.f );
math::clamp( y, -180.f, 180.f );
math::clamp( z, -90.f, 90.f );
}
__forceinline void SanitizeAngle( ) {
math::NormalizeAngle( y );
clamp( );
}
};