bgc-net/BasicGeometry/FP64Angle.cs

133 lines
3.2 KiB
C#

/*
* Copyright 2019-2025 Andrey Pokidov <andrey.pokidov@gmail.com>
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using System;
/*
* Author: Andrey Pokidov
* Date: 1 Feb 2019
*/
namespace BasicGeometry
{
public static class FP64Angle
{
public static double ToRadians(double angle, AngleUnit unit)
{
if (unit == AngleUnit.DEGREES)
{
return angle * FP64Degrees.RADIANS_IN_DEGREE;
}
if (unit == AngleUnit.TURNS)
{
return angle * FP64Radians.TWO_PI;
}
return angle;
}
public static double ToDegrees(double angle, AngleUnit unit)
{
if (unit == AngleUnit.RADIANS)
{
return angle * FP64Radians.DEGREES_IN_RADIAN;
}
if (unit == AngleUnit.TURNS)
{
return angle * 360.0;
}
return angle;
}
public static double ToTurns(double angle, AngleUnit unit)
{
if (unit == AngleUnit.RADIANS)
{
return angle * FP64Radians.TURNS_IN_RADIAN;
}
if (unit == AngleUnit.DEGREES)
{
return angle * FP64Degrees.TURNS_IN_DEGREE;
}
return angle;
}
public static double GetFullCircle(AngleUnit unit)
{
if (unit == AngleUnit.DEGREES)
{
return 360.0;
}
if (unit == AngleUnit.TURNS)
{
return 1.0;
}
return FP64Radians.TWO_PI;
}
public static double GetHalfCircle(AngleUnit unit)
{
if (unit == AngleUnit.DEGREES)
{
return 180.0;
}
if (unit == AngleUnit.TURNS)
{
return 0.5;
}
return FP64Radians.PI;
}
public static double GetQuarterCircle(AngleUnit unit)
{
if (unit == AngleUnit.DEGREES)
{
return 90.0;
}
if (unit == AngleUnit.TURNS)
{
return 0.25;
}
return FP64Radians.HALF_OF_PI;
}
public static double Normalize(double angle, AngleUnit unit, AngleRange range)
{
if (unit == AngleUnit.DEGREES)
{
return FP64Degrees.Normalize(angle, range);
}
if (unit == AngleUnit.TURNS)
{
return FP64Turns.Normalize(angle, range);
}
return FP64Radians.Normalize(angle, range);
}
}
}