mirror of
https://github.com/jmarshall23/DoomRTX.git
synced 2026-08-12 08:11:10 +02:00
261 lines
6.1 KiB
C++
261 lines
6.1 KiB
C++
/*
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===========================================================================
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IceTech GPL Source Code
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Copyright (C) 2026 Justin Marshall
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This file is part of the IceTech GPL Source Code (?IceTech Source Code?).
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IceTech Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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IceTech Source Code 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
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with IceTech Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the IceTech Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the IceTech Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing Justin Marshall, justinmarshall20@gmail.com
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===========================================================================
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*/
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#include "precompiled.h"
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#pragma hdrstop
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#include <float.h>
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idAngles ang_zero(0.0f, 0.0f, 0.0f);
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/*
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=================
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idAngles::Normalize360
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returns angles normalized to the range [0 <= angle < 360]
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=================
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*/
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idAngles& idAngles::Normalize360(void) {
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int i;
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for (i = 0; i < 3; i++) {
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if (((*this)[i] >= 360.0f) || ((*this)[i] < 0.0f)) {
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(*this)[i] -= floor((*this)[i] / 360.0f) * 360.0f;
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if ((*this)[i] >= 360.0f) {
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(*this)[i] -= 360.0f;
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}
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if ((*this)[i] < 0.0f) {
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(*this)[i] += 360.0f;
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}
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}
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}
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return *this;
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}
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/*
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=================
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idAngles::Normalize180
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returns angles normalized to the range [-180 < angle <= 180]
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=================
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*/
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idAngles& idAngles::Normalize180(void) {
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Normalize360();
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if (pitch > 180.0f) {
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pitch -= 360.0f;
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}
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if (yaw > 180.0f) {
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yaw -= 360.0f;
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}
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if (roll > 180.0f) {
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roll -= 360.0f;
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}
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return *this;
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}
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/*
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=================
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idAngles::ToVectors
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=================
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*/
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void idAngles::ToVectors(idVec3* forward, idVec3* right, idVec3* up) const {
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float sr, sp, sy, cr, cp, cy;
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idMath::SinCos(DEG2RAD(yaw), sy, cy);
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idMath::SinCos(DEG2RAD(pitch), sp, cp);
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idMath::SinCos(DEG2RAD(roll), sr, cr);
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if (forward) {
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forward->Set(cp * cy, cp * sy, -sp);
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}
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if (right) {
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right->Set(-sr * sp * cy + cr * sy, -sr * sp * sy + -cr * cy, -sr * cp);
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}
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if (up) {
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up->Set(cr * sp * cy + -sr * -sy, cr * sp * sy + -sr * cy, cr * cp);
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}
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}
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/*
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=================
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idAngles::ToForward
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=================
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*/
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idVec3 idAngles::ToForward(void) const {
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float sp, sy, cp, cy;
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idMath::SinCos(DEG2RAD(yaw), sy, cy);
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idMath::SinCos(DEG2RAD(pitch), sp, cp);
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return idVec3(cp * cy, cp * sy, -sp);
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}
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/*
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=================
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idAngles::ToQuat
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=================
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*/
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idQuat idAngles::ToQuat(void) const {
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float sx, cx, sy, cy, sz, cz;
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float sxcy, cxcy, sxsy, cxsy;
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idMath::SinCos(DEG2RAD(yaw) * 0.5f, sz, cz);
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idMath::SinCos(DEG2RAD(pitch) * 0.5f, sy, cy);
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idMath::SinCos(DEG2RAD(roll) * 0.5f, sx, cx);
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sxcy = sx * cy;
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cxcy = cx * cy;
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sxsy = sx * sy;
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cxsy = cx * sy;
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return idQuat(cxsy * sz - sxcy * cz, -cxsy * cz - sxcy * sz, sxsy * cz - cxcy * sz, cxcy * cz + sxsy * sz);
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}
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/*
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=================
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idAngles::ToRotation
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=================
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*/
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idRotation idAngles::ToRotation(void) const {
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idVec3 vec;
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float angle, w;
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float sx, cx, sy, cy, sz, cz;
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float sxcy, cxcy, sxsy, cxsy;
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if (pitch == 0.0f) {
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if (yaw == 0.0f) {
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return idRotation(vec3_origin, idVec3(-1.0f, 0.0f, 0.0f), roll);
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}
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if (roll == 0.0f) {
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return idRotation(vec3_origin, idVec3(0.0f, 0.0f, -1.0f), yaw);
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}
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}
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else if (yaw == 0.0f && roll == 0.0f) {
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return idRotation(vec3_origin, idVec3(0.0f, -1.0f, 0.0f), pitch);
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}
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idMath::SinCos(DEG2RAD(yaw) * 0.5f, sz, cz);
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idMath::SinCos(DEG2RAD(pitch) * 0.5f, sy, cy);
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idMath::SinCos(DEG2RAD(roll) * 0.5f, sx, cx);
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sxcy = sx * cy;
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cxcy = cx * cy;
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sxsy = sx * sy;
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cxsy = cx * sy;
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vec.x = cxsy * sz - sxcy * cz;
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vec.y = -cxsy * cz - sxcy * sz;
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vec.z = sxsy * cz - cxcy * sz;
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w = cxcy * cz + sxsy * sz;
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angle = idMath::ACos(w);
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if (angle == 0.0f) {
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vec.Set(0.0f, 0.0f, 1.0f);
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}
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else {
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//vec *= (1.0f / sin( angle ));
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vec.Normalize();
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vec.FixDegenerateNormal();
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angle *= 2.0f * idMath::M_RAD2DEG;
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}
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return idRotation(vec3_origin, vec, angle);
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}
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/*
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=================
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idAngles::ToMat3
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=================
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*/
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idMat3 idAngles::ToMat3(void) const {
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idMat3 mat;
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float sr, sp, sy, cr, cp, cy;
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idMath::SinCos(DEG2RAD(yaw), sy, cy);
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idMath::SinCos(DEG2RAD(pitch), sp, cp);
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idMath::SinCos(DEG2RAD(roll), sr, cr);
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mat[0].Set(cp * cy, cp * sy, -sp);
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mat[1].Set(sr * sp * cy + cr * -sy, sr * sp * sy + cr * cy, sr * cp);
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mat[2].Set(cr * sp * cy + -sr * -sy, cr * sp * sy + -sr * cy, cr * cp);
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return mat;
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}
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#ifdef QUAKE4
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// RAVEN BEGIN
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// jscott: slightly quicker version without the copy
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idMat3& idAngles::ToMat3(idMat3& mat) const {
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float sr, sp, sy, cr, cp, cy;
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idMath::SinCos(DEG2RAD(yaw), sy, cy);
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idMath::SinCos(DEG2RAD(pitch), sp, cp);
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idMath::SinCos(DEG2RAD(roll), sr, cr);
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mat[0].Set(cp * cy, cp * sy, -sp);
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mat[1].Set(sr * sp * cy + cr * -sy, sr * sp * sy + cr * cy, sr * cp);
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mat[2].Set(cr * sp * cy + -sr * -sy, cr * sp * sy + -sr * cy, cr * cp);
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return mat;
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}
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// RAVEN END
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#endif
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/*
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=================
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idAngles::ToMat4
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=================
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*/
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idMat4 idAngles::ToMat4(void) const {
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return ToMat3().ToMat4();
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}
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/*
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=================
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idAngles::ToAngularVelocity
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=================
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*/
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idVec3 idAngles::ToAngularVelocity(void) const {
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idRotation rotation = idAngles::ToRotation();
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return rotation.GetVec() * DEG2RAD(rotation.GetAngle());
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}
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/*
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=============
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idAngles::ToString
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=============
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*/
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const char* idAngles::ToString(int precision) const {
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return idStr::FloatArrayToString(ToFloatPtr(), GetDimension(), precision);
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} |