29 #ifndef __MATH_ANGLES_H__
30 #define __MATH_ANGLES_H__
41 #define PITCH 0 // up / down
42 #define YAW 1 // left / right
43 #define ROLL 2 // fall over
100 const char *
ToString(
int precision = 2 )
const;
132 assert( ( index >= 0 ) && ( index < 3 ) );
137 assert( ( index >= 0 ) && ( index < 3 ) );
188 float inva = 1.0f /
a;
193 float inva = 1.0f /
a;
240 }
else if (
yaw > max.
yaw ) {
idAngles & operator*=(const float a)
idAngles & Normalize360(void)
assert(prefInfo.fullscreenBtn)
void Clamp(const idAngles &min, const idAngles &max)
idAngles operator/(const float a) const
const char * ToString(int precision=2) const
idAngles operator*(const float a) const
idMat4 ToMat4(void) const
idAngles & Normalize180(void)
bool Compare(const idAngles &a) const
idAngles & operator-=(const idAngles &a)
idAngles operator+(const idAngles &a) const
idAngles operator-() const
ID_INLINE idAngles operator*(const float a, const idAngles &b)
float operator[](int index) const
void Set(float pitch, float yaw, float roll)
bool operator==(const idAngles &a) const
int GetDimension(void) const
idVec3 ToForward(void) const
static float Fabs(float f)
idQuat ToQuat(void) const
idAngles & operator=(const idAngles &a)
GLubyte GLubyte GLubyte a
idAngles & operator+=(const idAngles &a)
idAngles & operator/=(const float a)
idMat3 ToMat3(void) const
const float * ToFloatPtr(void) const
idVec3 ToAngularVelocity(void) const
void ToVectors(idVec3 *forward, idVec3 *right=NULL, idVec3 *up=NULL) const
bool operator!=(const idAngles &a) const
idRotation ToRotation(void) const