8 if (transform.x == 0 && transform.z == 0)
14 case 90:
case -270:
return vec3(-v.y, v.x, v.z);
15 case 180:
case -180:
return vec3(-v.x, -v.y, v.z);
16 case 270:
case -90:
return vec3(v.y, -v.x, v.z);
21 return forward * v.x + right * -v.y + up * v.z;
42 i_forward.x = forward.x;
43 i_forward.y = -right.x;
57 transform.x = -transform.x;
58 transform.y = 180 + transform.y;
59 if (transform.y >= 360)
61 transform.z = -transform.z;
74 transform.x = -transform.x;
75 transform.y = 180 + transform.y;
76 if (transform.y >= 360)
78 transform.z = 180 - transform.z;
79 if (transform.y <= -360)
98 t.x -= 360 *
rint(t.x / 360);
99 t.y -= 360 *
rint(t.y / 360);
100 t.z -= 360 *
rint(t.z / 360);
102 need_flip = (t.z > 90 || t.z <= -90);
104 need_flip = (t.x > 90 || t.x < -90);
107 if (t.x >= 0) t.x = 180 - t.x;
else t.x = -180 - t.x;
108 if (t.y > 0) t.y -= 180;
else t.y += 180;
109 if (t.z > 0) t.z -= 180;
else t.z += 180;
116 const float epsilon = 30;
126 f =
fabs(t.x - (-90)) / epsilon;
135 f =
fabs(t.x - 90) / epsilon;
146#if POSITIVE_PITCH_IS_DOWN
ERASEABLE vector angles_remove360(vector ang)