Issue #53: Added name readout.
[VesselSimulator.git] / KerbalEngineer / Helpers / AngleHelper.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
// 
//     Kerbal Engineer Redux
// 
//     Copyright (C) 2014 CYBUTEK
// 
//     This program is free software: you can redistribute it and/or modify
//     it under the terms of the GNU General Public License as published by
//     the Free Software Foundation, either version 3 of the License, or
//     (at your option) any later version.
// 
//     This program is distributed in the hope that it will be useful,
//     but WITHOUT ANY WARRANTY; without even the implied warranty of
//     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
//     GNU General Public License for more details.
// 
//     You should have received a copy of the GNU General Public License
//     along with this program.  If not, see <http://www.gnu.org/licenses/>.
// 
 
namespace KerbalEngineer.Helpers
{
    using UnityEngine;
 
    public static class AngleHelper
    {
        public static double Clamp180(double angle)
        {
            angle = Clamp360(angle);
            if (angle > 180.0)
            {
                angle = angle - 360.0;
            }
            return angle;
        }
 
        public static double Clamp360(double angle)
        {
            angle = angle % 360.0;
            if (angle < 0.0)
            {
                angle = angle + 360.0;
            }
            return angle;
        }
 
        public static double ClampBetween(double value, double minimum, double maximum)
        {
            while (value < minimum)
            {
                value += maximum;
            }
 
            while (value > maximum)
            {
                value -= maximum;
            }
 
            return value;
        }
 
        public static double GetAngleBetweenVectors(Vector3d left, Vector3d right)
        {
            double angle = Vector3d.Angle(left, right);
            Vector3d rotated = QuaternionD.AngleAxis(90.0, Vector3d.forward) * right;
 
            if (Vector3d.Angle(rotated, left) > 90.0)
            {
                return 360.0 - angle;
            }
            return angle;
        }
    }
}