bgc-net/BasicGeometry/AngleFP32.cs

116 lines
2.6 KiB
C#

/*
* Author: Andrey Pokidov
* License: Apache-2.0
* Date: 1 Feb 2019
*/
namespace BGC
{
public static class AngleFP32
{
public static float ToRadians(float angle, AngleUnit unit)
{
if (unit == AngleUnit.DEGREES)
{
return angle * DegreeFP32.RADIANS_IN_DEGREE;
}
if (unit == AngleUnit.TURNS)
{
return angle * RadianFP32.TWO_PI;
}
return angle;
}
public static float ToDegrees(float angle, AngleUnit unit)
{
if (unit == AngleUnit.RADIANS)
{
return angle * RadianFP32.DEGREES_IN_RADIAN;
}
if (unit == AngleUnit.TURNS)
{
return angle * 360.0f;
}
return angle;
}
public static float ToTurns(float angle, AngleUnit unit)
{
if (unit == AngleUnit.RADIANS)
{
return angle * RadianFP32.TURNS_IN_RADIAN;
}
if (unit == AngleUnit.DEGREES)
{
return angle * DegreeFP32.TURNS_IN_DEGREE;
}
return angle;
}
public static float GetFullCircle(AngleUnit unit)
{
if (unit == AngleUnit.DEGREES)
{
return 360.0f;
}
if (unit == AngleUnit.TURNS)
{
return 1.0f;
}
return RadianFP32.TWO_PI;
}
public static float GetHalfCircle(AngleUnit unit)
{
if (unit == AngleUnit.DEGREES)
{
return 180.0f;
}
if (unit == AngleUnit.TURNS)
{
return 0.5f;
}
return RadianFP32.PI;
}
public static float GetQuarterCircle(AngleUnit unit)
{
if (unit == AngleUnit.DEGREES)
{
return 90.0f;
}
if (unit == AngleUnit.TURNS)
{
return 0.25f;
}
return RadianFP32.HALF_OF_PI;
}
public static float Normalize(float angle, AngleUnit unit, AngleRange range)
{
if (unit == AngleUnit.DEGREES)
{
return DegreeFP32.Normalize(angle, range);
}
if (unit == AngleUnit.TURNS)
{
return TurnFP32.Normalize(angle, range);
}
return RadianFP32.Normalize(angle, range);
}
}
}