public bool Compare(ref idAngles a, float epsilon) { return !( (idMath.Fabs(pitch - a.pitch) > epsilon) || (idMath.Fabs(yaw - a.yaw) > epsilon) || (idMath.Fabs(roll - a.roll) > epsilon)); }
public idAngles opSub(idAngles a) { pitch -= a.pitch; yaw -= a.yaw; roll -= a.roll; return this; }
public idAngles opAdd(ref idAngles a) { pitch += a.pitch; yaw += a.yaw; roll += a.roll; return(this); }
public idAngles opAdd(ref idAngles a) { pitch += a.pitch; yaw += a.yaw; roll += a.roll; return this; }
public void Clamp(ref idAngles min, ref idAngles max) { if (pitch < min.pitch) { pitch = min.pitch; } else if (pitch > max.pitch) { pitch = max.pitch; } if (yaw < min.yaw) { yaw = min.yaw; } else if (yaw > max.yaw) { yaw = max.yaw; } if (roll < min.roll) { roll = min.roll; } else if (roll > max.roll) { roll = max.roll; } }
public bool Compare(ref idAngles a, float epsilon) { return(!( (idMath.Fabs(pitch - a.pitch) > epsilon) || (idMath.Fabs(yaw - a.yaw) > epsilon) || (idMath.Fabs(roll - a.roll) > epsilon))); }
public idAngles opSub(idAngles a) { pitch -= a.pitch; yaw -= a.yaw; roll -= a.roll; return(this); }
public bool Compare(ref idAngles a) { return (a.pitch == pitch && a.yaw == yaw && a.roll == roll); }
public void Clamp(ref idAngles min, ref idAngles max) { if (pitch < min.pitch) pitch = min.pitch; else if (pitch > max.pitch) pitch = max.pitch; if (yaw < min.yaw) yaw = min.yaw; else if (yaw > max.yaw) yaw = max.yaw; if (roll < min.roll) roll = min.roll; else if (roll > max.roll) roll = max.roll; }
public bool Compare(ref idAngles a) { return(a.pitch == pitch && a.yaw == yaw && a.roll == roll); }