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/*
This file is part of Warzone 2100.
Copyright ( C ) 1999 - 2004 Eidos Interactive
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Copyright ( C ) 2005 - 2011 Warzone 2100 Project
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Warzone 2100 is free software ; you can redistribute it and / or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation ; either version 2 of the License , or
( at your option ) any later version .
Warzone 2100 is distributed in the hope that it will be useful ,
but WITHOUT ANY WARRANTY ; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE . See the
GNU General Public License for more details .
You should have received a copy of the GNU General Public License
along with Warzone 2100 ; if not , write to the Free Software
Foundation , Inc . , 51 Franklin St , Fifth Floor , Boston , MA 02110 - 1301 USA
*/
/**
* @ file
*
* Handles fixed point operations for degrees and matrix math .
*/
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# ifndef FIXEDPOINT_H
# define FIXEDPOINT_H
# include "wzglobal.h"
//! PSX-style float emulation: 12 digit semi-floats stored in an int
// FIXME!
# define FP12_SHIFT 12
# define FP12_MULTIPLIER (1 << FP12_SHIFT)
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/*
* Global Definitions ( CONSTANTS )
*/
static const int DEG_360 = 65536 ;
static const float DEG_1 = ( float ) 65536 / 360.f ;
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static inline WZ_DECL_CONST float UNDEG ( uint16_t angle ) { return angle * ( 360 / 65536.0f ) ; }
// Should be a macro (or two separate functions), since we can't do function overloading for float and int, and we don't want to use the float version for anything game-state related.
// 65536 / 360 = 8192 / 45, with a bit less overflow risk.
# define DEG(degrees) ((degrees) * 8192 / 45)
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# endif // FIXEDPOINT_H