Torque3D/Engine/source/math/mMath.h
marauder2k7 5527207805 AngAxis toEuler
Add Euler set and to functions to AngAxis.
Removes the need to use a matrix
2023-06-13 15:11:28 +01:00

70 lines
2 KiB
C

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _MMATH_H_
#define _MMATH_H_
#ifndef _MRECT_H_
#include "math/mRect.h"
#endif
#ifndef _MBOX_H_
#include "math/mBox.h"
#endif
#ifndef _MMATRIX_H_
#include "math/mMatrix.h"
#endif
#ifndef _MQUAT_H_
#include "math/mQuat.h"
#endif
#ifndef _MANGAXIS_H_
#include "math/mAngAxis.h"
#endif
#ifndef _MSPHERE_H_
#include "math/mSphere.h"
#endif
#ifndef _MRANDOM_H_
#include "math/mRandom.h"
#endif
#ifndef _MEASE_H_
#include "math/mEase.h"
#endif
#ifndef MROTATION_H
#include "math/mRotation.h"
#endif
inline AngAxisF mEulDegToAng(EulerF euler)
{
AngAxisF angAx;
angAx.set(euler * M_PI_F / 180.0f);
return angAx;
}
inline EulerF mAngToEul(AngAxisF angAx)
{
EulerF euler = angAx.toEuler();
euler *= 180.0f / M_PI_F;
return euler;
}
#endif //_MMATH_H_