306 lines
7.6 KiB
C#
306 lines
7.6 KiB
C#
/*
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* Copyright 2019-2025 Andrey Pokidov <andrey.pokidov@gmail.com>
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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using System;
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/*
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* Author: Andrey Pokidov
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* Date: 1 Feb 2019
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*/
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namespace Geometry
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{
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public static class SPAngle
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{
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public const float PI = 3.1415926536f;
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public const float TWO_PI = 6.2831853072f;
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public const float HALF_OF_PI = 1.5707963268f;
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public const float THIRD_OF_PI = 1.0471975512f;
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public const float FOURTH_OF_PI = 0.7853981634f;
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public const float SIXTH_OF_PI = 0.5235987756f;
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public const float DEGREES_IN_RADIAN = 57.295779513f;
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public const float TURNS_IN_RADIAN = 0.1591549431f;
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public const float RADIANS_IN_DEGREE = 1.745329252E-2f;
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public const float TURNS_IN_DEGREE = 2.7777777778E-3f;
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public static float RadiansToDegrees(float radians)
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{
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return radians * DEGREES_IN_RADIAN;
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}
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public static float RadiansToTurns(float radians)
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{
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return radians * TURNS_IN_RADIAN;
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}
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public static float DegreesToRadians(float degrees)
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{
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return degrees * RADIANS_IN_DEGREE;
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}
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public static float DegreesToTurns(float degrees)
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{
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return degrees * TURNS_IN_DEGREE;
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}
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public static float TurnsToRadians(float turns)
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{
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return turns * TWO_PI;
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}
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public static float TurnsToDegrees(float turns)
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{
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return turns * 360.0f;
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}
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public static float ConvertFromRadians(float radians, AngleUnit toUnit)
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{
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if (toUnit == AngleUnit.DEGREES)
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{
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return radians * DEGREES_IN_RADIAN;
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}
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if (toUnit == AngleUnit.TURNS)
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{
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return radians * TURNS_IN_RADIAN;
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}
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return radians;
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}
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public static float ConvertFromDegrees(float degrees, AngleUnit toUnit)
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{
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if (toUnit == AngleUnit.RADIANS)
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{
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return degrees * RADIANS_IN_DEGREE;
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}
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if (toUnit == AngleUnit.TURNS)
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{
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return degrees * TURNS_IN_DEGREE;
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}
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return degrees;
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}
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public static float ConvertFromTurns(float turns, AngleUnit toUnit)
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{
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if (toUnit == AngleUnit.RADIANS)
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{
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return turns * TWO_PI;
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}
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if (toUnit == AngleUnit.DEGREES)
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{
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return turns * 360.0f;
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}
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return turns;
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}
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public static float ConvertToRadians(float angle, AngleUnit unit)
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{
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if (unit == AngleUnit.DEGREES)
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{
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return angle * RADIANS_IN_DEGREE;
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}
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if (unit == AngleUnit.TURNS)
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{
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return angle * TWO_PI;
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}
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return angle;
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}
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public static float ConvertToDegrees(float angle, AngleUnit unit)
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{
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if (unit == AngleUnit.RADIANS)
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{
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return angle * DEGREES_IN_RADIAN;
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}
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if (unit == AngleUnit.TURNS)
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{
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return angle * 360.0f;
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}
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return angle;
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}
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public static float ConvertToTurns(float angle, AngleUnit unit)
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{
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if (unit == AngleUnit.RADIANS)
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{
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return angle * TURNS_IN_RADIAN;
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}
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if (unit == AngleUnit.DEGREES)
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{
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return angle * TURNS_IN_DEGREE;
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}
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return angle;
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}
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public static float GetFullCircle(AngleUnit unit)
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{
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if (unit == AngleUnit.RADIANS)
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{
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return TWO_PI;
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}
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if (unit == AngleUnit.DEGREES)
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{
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return 360.0f;
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}
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return 1.0f;
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}
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public static float GetHalfCircle(AngleUnit unit)
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{
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if (unit == AngleUnit.RADIANS)
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{
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return PI;
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}
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if (unit == AngleUnit.DEGREES)
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{
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return 180.0f;
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}
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return 0.5f;
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}
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public static float GetQuarterCircle(AngleUnit unit)
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{
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if (unit == AngleUnit.RADIANS)
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{
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return HALF_OF_PI;
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}
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if (unit == AngleUnit.DEGREES)
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{
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return 90.0f;
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}
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return 0.25f;
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}
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public static float NormalizeRadians(float radians, AngleRange range)
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{
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if (range == AngleRange.UNSIGNED_RANGE)
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{
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if (0.0 <= radians && radians < TWO_PI)
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{
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return radians;
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}
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}
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else
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{
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if (-PI < radians && radians <= PI)
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{
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return radians;
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}
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}
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float turns = radians * TURNS_IN_RADIAN;
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turns -= MathF.Floor(turns);
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if (range == AngleRange.SIGNED_RANGE && turns > 0.5f)
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{
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turns -= 1.0f;
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}
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return turns * TWO_PI;
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}
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public static float NormalizeDegrees(float radians, AngleRange range)
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{
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if (range == AngleRange.UNSIGNED_RANGE)
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{
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if (0.0f <= radians && radians < 360.0f)
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{
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return radians;
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}
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}
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else
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{
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if (-180.0f < radians && radians <= 180.0f)
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{
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return radians;
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}
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}
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float turns = radians * TURNS_IN_DEGREE;
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turns -= MathF.Floor(turns);
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if (range == AngleRange.SIGNED_RANGE && turns > 0.5f)
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{
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turns -= 1.0f;
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}
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return turns * 360.0f;
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}
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public static float NormalizeTurns(float turns, AngleRange range)
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{
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if (range == AngleRange.UNSIGNED_RANGE)
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{
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if (0.0f <= turns && turns < 1.0f)
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{
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return turns;
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}
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}
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else
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{
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if (-0.5f < turns && turns <= 0.5f)
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{
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return turns;
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}
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}
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float rest = turns - MathF.Floor(turns);
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if (range == AngleRange.SIGNED_RANGE && rest > 0.5f)
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{
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rest -= 1.0f;
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}
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return rest;
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}
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public static float Normalize(float angle, AngleUnit unit, AngleRange range)
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{
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if (unit == AngleUnit.RADIANS)
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{
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return NormalizeRadians(angle, range);
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}
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if (unit == AngleUnit.DEGREES)
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{
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return NormalizeDegrees(angle, range);
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}
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return NormalizeTurns(angle, range);
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}
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}
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}
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