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#include "AngleKey.h"
#include "ientity.h"
#include "string/convert.h"
#include "math/Matrix4.h"
namespace entity
{
const float AngleKey::IDENTITY = 0;
void AngleKey::angleChanged(const std::string& value)
{
_value = getNormalisedAngle(string::convert<float>(value, 0));
_angleChanged();
}
void AngleKey::writeToEntity(double angle, Entity* entity)
{
// To resolve #3150, let's keep existing "angle" keys even if their value is "0"
bool hadAngleValue = !entity->getKeyValue("angle").empty();
entity->setKeyValue("angle", (angle == 0 && !hadAngleValue) ? "" : string::to_string(angle));
}
float AngleKey::getRotatedValue(float angle, const Quaternion& rotation)
{
return static_cast<float>(
Matrix4::getRotationAboutZ(math::Degrees(angle))
.getMultipliedBy(Matrix4::getRotationQuantised(rotation))
.getEulerAnglesXYZDegrees()
.z()
);
}
} // namespace
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