Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
anglestransform.qh
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1#pragma once
2
3#ifndef POSITIVE_PITCH_IS_DOWN
4#define POSITIVE_PITCH_IS_DOWN 1
5#endif
6
7#if POSITIVE_PITCH_IS_DOWN
8 #define fixedmakevectors makevectors
9 #define FIXED_MAKE_VECTORS MAKE_VECTORS
10 noref vector _fixedvectoangles;
11 #define fixedvectoangles(a) (_fixedvectoangles = vectoangles(a), _fixedvectoangles.x *= -1, _fixedvectoangles)
12 noref vector _fixedvectoangles2;
13 #define fixedvectoangles2(a, b) (_fixedvectoangles2 = vectoangles2(a, b), _fixedvectoangles2.x *= -1, _fixedvectoangles2)
14#else
16 {
17 // a makevectors that actually inverts vectoangles
18 a.x = -a.x;
19 makevectors(a);
20 }
21 #define FIXED_MAKE_VECTORS(angles, forward, right, up) MACRO_BEGIN \
22 fixedmakevectors(angles); \
23 GET_V_GLOBALS(forward, right, up); \
24 CLEAR_V_GLOBALS(); \
25 MACRO_END
26 #define fixedvectoangles2 vectoangles2
27 #define fixedvectoangles vectoangles
28#endif
29
35vector AnglesTransform_RightDivide(vector to_transform, vector from_transform); // A B^-1
36vector AnglesTransform_LeftDivide(vector from_transform, vector to_transform); // A^-1 B
37
38vector AnglesTransform_Normalize(vector t, float minimize_roll); // makes sure all angles are in their range: yaw in -180..180, pitch in -90..90, roll in -180..180 (or if minimize_roll is set, pitch in -180..180, roll in -90..90)
39
46
47// transformed = original * transform + postshift
vector AnglesTransform_ApplyToVAngles(vector transform, vector v)
vector AnglesTransform_ToAngles(vector v)
vector AnglesTransform_Multiply_GetPostShift(vector sf0, vector st0, vector t1, vector st1)
vector AnglesTransform_LeftDivide(vector from_transform, vector to_transform)
vector AnglesTransform_TurnDirectionFR(vector transform)
vector AnglesTransform_Apply(vector transform, vector v)
vector AnglesTransform_Normalize(vector t, float minimize_roll)
vector AnglesTransform_Invert(vector transform)
vector AnglesTransform_RightDivide(vector to_transform, vector from_transform)
vector AnglesTransform_ToVAngles(vector v)
vector AnglesTransform_TurnDirectionFU(vector transform)
vector AnglesTransform_PrePostShift_GetPostShift(vector sf, vector t, vector st)
vector AnglesTransform_Multiply(vector t1, vector t2)
void fixedmakevectors(vector a)
vector AnglesTransform_FromAngles(vector v)
vector AnglesTransform_ApplyToAngles(vector transform, vector v)
vector AnglesTransform_FromVAngles(vector v)
#define makevectors
Definition post.qh:21
vector
Definition self.qh:92