/* This file is part of Warzone 2100. Copyright (C) 1999-2004 Eidos Interactive Copyright (C) 2005-2011 Warzone 2100 Project 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. */ #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) /* * Global Definitions (CONSTANTS) */ static const int DEG_360 = 65536; static const float DEG_1 = (float)65536 / 360.f; 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) #endif // FIXEDPOINT_H