* cleanup (it is still used btw, at least in ServerFont)
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@19395 a95241bf-73f2-0310-859d-f6bbb57e9c96
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c20e9eefcd
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54c22262f6
@ -31,32 +31,26 @@
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#define ANGLE_PI 3.14159265358979323846
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#endif
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bool tables_initialized=false;
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float sintable[360], costable[360], tantable[360];
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bool sTablesInitialized = false;
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float sSinTable[360];
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float sCosTable[360];
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float sTanTable[360];
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/*!
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\brief Constructor
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\param angle Value in degrees
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*/
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Angle::Angle(float angle)
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: fAngleValue(angle)
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{
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fAngleValue=angle;
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if(tables_initialized==false)
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{
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InitTrigTables();
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tables_initialized=true;
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}
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_InitTrigTables();
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}
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//! Constructor
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Angle::Angle()
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: fAngleValue(0)
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{
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fAngleValue=0;
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if(tables_initialized==false)
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{
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InitTrigTables();
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tables_initialized=true;
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}
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_InitTrigTables();
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}
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//! Empty destructor
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@ -65,28 +59,24 @@ Angle::~Angle()
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}
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//! Constrains angle to 0 <= angle <= 360
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void Angle::Normalize(void)
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void
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Angle::Normalize()
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{
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// if the value of the angle is >=360 or <0, make it so that it is
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// within those bounds
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if (fAngleValue > 360) {
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while (fAngleValue > 360)
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fAngleValue -= 360;
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return;
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} else if (fAngleValue < 0) {
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while (fAngleValue < 0)
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fAngleValue += 360;
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}
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fAngleValue = fmodf(fAngleValue, 360);
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if (fAngleValue < 0)
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fAngleValue += 360;
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}
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/*!
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\brief Obtains the sine of the angle
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\return The sine of the angle
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*/
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float Angle::Sine(void)
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float
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Angle::Sine()
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{
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return sintable[(int)fAngleValue];
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return sSinTable[(int)fAngleValue];
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}
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/*!
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@ -94,26 +84,26 @@ float Angle::Sine(void)
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\param value Number between 0 and 1 inclusive
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\return The angle obtained or 0 if value passed was invalid
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*/
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Angle Angle::InvSine(float value)
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Angle
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Angle::InvSine(float value)
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{
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// Returns the inverse sine of a value in the range 0 <= value <= 1 via
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// reverse-lookup any value out of range causes the function to return 0
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uint16 i=90;
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// Filter out bad values
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if(value<0)
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value*=-1;
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value = fabs(value);
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if(value > 1)
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if (value > 1)
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return Angle(0);
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while(value < sintable[i])
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uint16 i = 90;
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while (value < sSinTable[i])
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i--;
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// current sintable[i] is less than value. Pick the degree value which is closer
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// current sSinTable[i] is less than value. Pick the degree value which is closer
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// to the passed value
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if( (value - sintable[i]) > (sintable[i+1] - value) )
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return Angle(i+1);
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if ((value - sSinTable[i]) > (sSinTable[i + 1] - value))
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return Angle(i + 1);
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return Angle(i); // value is closer to previous
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}
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@ -123,9 +113,10 @@ Angle Angle::InvSine(float value)
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\brief Obtains the cosine of the angle
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\return The cosine of the angle
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*/
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float Angle::Cosine(void)
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float
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Angle::Cosine(void)
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{
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return costable[(int)fAngleValue];
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return sCosTable[(int)fAngleValue];
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}
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/*!
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@ -133,26 +124,26 @@ float Angle::Cosine(void)
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\param value Number between 0 and 1 inclusive
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\return The angle obtained or 0 if value passed was invalid
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*/
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Angle Angle::InvCosine(float value)
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Angle
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Angle::InvCosine(float value)
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{
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// Returns the inverse cosine of a value in the range 0 <= value <= 1 via
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// reverse-lookup any value out of range causes the function to return 0
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uint16 i=90;
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// Filter out bad values
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if(value<0)
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value*=-1;
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value = fabs(value);
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if(value > 1)
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if (value > 1)
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return 0;
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while(value > costable[i])
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uint16 i = 90;
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while (value > sCosTable[i])
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i--;
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// current costable[i] is less than value. Pick the degree value which is closer
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// current sCosTable[i] is less than value. Pick the degree value which is closer
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// to the passed value
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if( (value - costable[i]) < (costable[i+1] - value) )
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return Angle(i+1);
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if ((value - sCosTable[i]) < (sCosTable[i + 1] - value))
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return Angle(i + 1);
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return Angle(i); // value is closer to previous
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}
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@ -161,16 +152,16 @@ Angle Angle::InvCosine(float value)
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\brief Obtains the tangent of the angle
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\return The tangent of the angle
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*/
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float Angle::Tangent(int *status)
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float
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Angle::Tangent(int *status)
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{
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if(fAngleValue==90 || fAngleValue==270)
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{
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if(status)
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*status=0;
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if (fAngleValue == 90 || fAngleValue == 270) {
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if (status)
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*status = 0;
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return 0.0;
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}
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return tantable[(int)fAngleValue];
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return sTanTable[(int)fAngleValue];
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}
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/*!
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@ -178,21 +169,20 @@ float Angle::Tangent(int *status)
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\param value Number between 0 and 1 inclusive
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\return The angle found or 0 if value was invalid
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*/
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Angle Angle::InvTangent(float value)
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Angle
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Angle::InvTangent(float value)
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{
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uint16 i=90;
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// Filter out bad values
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if(value<0)
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value*=-1;
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value = fabs(value);
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if(value > 1)
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if (value > 1)
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return Angle(0);
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while(value > tantable[i])
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uint16 i = 90;
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while (value > sTanTable[i])
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i--;
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if( (value - tantable[i]) < (tantable[i+1] - value) )
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if( (value - sTanTable[i]) < (sTanTable[i+1] - value) )
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return Angle(i+1);
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return Angle(i); // value is closer to previous
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@ -206,17 +196,18 @@ Angle Angle::InvTangent(float value)
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- \c 3: 180 <= angle < 270
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- \c 4: 270 <= angle < 360
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*/
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uint8 Angle::Quadrant(void)
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uint8
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Angle::Quadrant()
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{
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// We can get away with not doing extra value checks because of the order in
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// which the checks are done.
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if(fAngleValue < 90)
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if (fAngleValue < 90)
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return 1;
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if(fAngleValue < 180)
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if (fAngleValue < 180)
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return 2;
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if(fAngleValue < 270)
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if (fAngleValue < 270)
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return 3;
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return 4;
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@ -226,189 +217,159 @@ uint8 Angle::Quadrant(void)
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\brief Obtains the angle constrained to between 0 and 180 inclusive
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\return The constrained value
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*/
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Angle Angle::Constrain180(void)
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Angle
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Angle::Constrain180()
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{
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// Constrains angle to 0 <= angle < 180
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float val=fAngleValue;
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if(fAngleValue<180)
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if (fAngleValue < 180)
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return Angle(fAngleValue);
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while(!(val<180))
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val-=90;
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return Angle(val);
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float value = fmodf(fAngleValue, 180);;
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if (value < 0)
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value += 180;
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return Angle(value);
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}
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/*!
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\brief Obtains the angle constrained to between 0 and 90 inclusive
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\return The constrained value
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*/
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Angle Angle::Constrain90(void)
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Angle
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Angle::Constrain90()
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{
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// Constrains angle to 0 <= angle < 90
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float val=fAngleValue;
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if(fAngleValue<90)
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if (fAngleValue < 90)
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return Angle(fAngleValue);
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while(!(val<90))
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val-=90;
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return Angle(val);
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float value = fmodf(fAngleValue, 90);;
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if (value < 0)
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value += 90;
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return Angle(value);
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}
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/*!
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\brief Sets the angle's value and normalizes the value
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\param angle Value in degrees
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*/
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void Angle::SetValue(float angle)
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void
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Angle::SetValue(float angle)
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{
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fAngleValue=angle;
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fAngleValue = angle;
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Normalize();
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}
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/*!
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\brief Returns the value of the angle
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\return The angle's value in degrees
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*/
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float Angle::Value(void) const
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float
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Angle::Value() const
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{
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return fAngleValue;
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}
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//! Initializes the global trig tables
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void Angle::InitTrigTables(void)
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void
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Angle::_InitTrigTables()
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{
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int8 i;
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double sval,cval,tval,current_radian;
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for(i=0;i<90; i++)
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{
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current_radian=(i * ANGLE_PI)/180.0;
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if (sTablesInitialized)
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return;
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sTablesInitialized = true;
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for(int32 i = 0; i < 90; i++) {
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double currentRadian = (i * ANGLE_PI) / 180.0;
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// Get these so that we can do some superfast assignments
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sval=(float)sin(current_radian);
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cval=(float)cos(current_radian);
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double sinValue = sin(currentRadian);
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double cosValue = cos(currentRadian);
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// Do 4 assignments, taking advantage of sin/cos symmetry
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sintable[i]=sval;
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sintable[i+90]=cval;
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sintable[i+180]=sval * -1;
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sintable[i+270]=cval * -1;
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sSinTable[i] = sinValue;
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sSinTable[i + 90] = cosValue;
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sSinTable[i + 180] = sinValue * -1;
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sSinTable[i + 270] = cosValue * -1;
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costable[i]=cval;
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costable[i+90]=sval * -1;
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costable[i+180]=cval * -1;
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costable[i+270]=sval;
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sCosTable[i] = cosValue;
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sCosTable[i + 90] = sinValue * -1;
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sCosTable[i + 180] = cosValue * -1;
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sCosTable[i + 270] = sinValue;
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tval=sval/cval;
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double tanValue = sinValue / cosValue;
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tantable[i]=tval;
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tantable[i+90]=tval;
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tantable[i+180]=tval;
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tantable[i+270]=tval;
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sTanTable[i] = tanValue;
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sTanTable[i + 90] = tanValue;
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sTanTable[i + 180] = tanValue;
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sTanTable[i + 270] = tanValue;
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}
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}
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/*!
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\brief Overloaded assignment operator
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\param from Angle to copy the value from
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\return The angle's new value
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*/
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Angle & Angle::operator=(const Angle &from)
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Angle&
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Angle::operator=(const Angle &from)
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{
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fAngleValue=from.fAngleValue;
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fAngleValue = from.fAngleValue;
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return *this;
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}
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/*!
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\brief Overloaded assignment operator
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\param from New value of the angle
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\return The angle's new value
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*/
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Angle & Angle::operator=(const float &from)
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Angle&
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Angle::operator=(const float &from)
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{
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fAngleValue=from;
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fAngleValue = from;
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return *this;
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}
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/*!
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\brief Overloaded assignment operator
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\param from New value of the angle
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\return The angle's new value
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*/
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Angle & Angle::operator=(const long &from)
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Angle&
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Angle::operator=(const long &from)
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{
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fAngleValue=(float)from;
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fAngleValue = (float)from;
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return *this;
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}
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/*!
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\brief Overloaded assignment operator
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\param from New value of the angle
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\return The angle's new value
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*/
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Angle & Angle::operator=(const int &from)
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Angle&
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Angle::operator=(const int &from)
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{
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fAngleValue=(float)from;
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fAngleValue = (float)from;
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return *this;
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}
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/*!
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\brief Overloaded equivalence operator
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\param The angle to compare to
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\return True if equal, false if not
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*/
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bool Angle::operator==(const Angle &from)
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bool
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Angle::operator==(const Angle &from)
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{
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return (fAngleValue==from.fAngleValue)?true:false;
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return (fAngleValue == from.fAngleValue);
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}
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/*!
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\brief Overloaded inequality operator
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\param The angle to compare to
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\return True if not equal, false if not
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*/
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bool Angle::operator!=(const Angle &from)
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bool
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Angle::operator!=(const Angle &from)
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{
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return (fAngleValue!=from.fAngleValue)?true:false;
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return (fAngleValue != from.fAngleValue);
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}
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/*!
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\brief Overloaded greater than operator
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\param The angle to compare to
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\return True if greater, false if not
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*/
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bool Angle::operator>(const Angle &from)
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bool
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Angle::operator>(const Angle &from)
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{
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return (fAngleValue>from.fAngleValue)?true:false;
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return (fAngleValue > from.fAngleValue);
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}
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/*!
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\brief Overloaded less than operator
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\param The angle to compare to
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\return True if less than, false if not
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*/
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bool Angle::operator<(const Angle &from)
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bool
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Angle::operator<(const Angle &from)
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{
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return (fAngleValue<from.fAngleValue)?true:false;
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return (fAngleValue < from.fAngleValue);
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}
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/*!
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\brief Overloaded greater than or equal to operator
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\param The angle to compare to
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\return True if greater than or equal to, false if not
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*/
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bool Angle::operator>=(const Angle &from)
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bool
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Angle::operator>=(const Angle &from)
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{
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return (fAngleValue>=from.fAngleValue)?true:false;
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return (fAngleValue >= from.fAngleValue);
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}
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/*!
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\brief Overloaded less than or equal to operator
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\param The angle to compare to
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\return True if less than or equal to, false if not
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*/
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bool Angle::operator<=(const Angle &from)
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bool
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Angle::operator<=(const Angle &from)
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{
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return (fAngleValue<=from.fAngleValue)?true:false;
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return (fAngleValue <= from.fAngleValue);
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}
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@ -70,8 +70,9 @@ virtual ~Angle();
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bool operator<=(const Angle &from);
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protected:
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void _InitTrigTables(void);
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float fAngleValue;
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void InitTrigTables(void);
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};
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#endif
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