/* * Copyright (c), Recep Aslantas. * * MIT License (MIT), http://opensource.org/licenses/MIT * Full license can be found in the LICENSE file */ #ifndef cglm_euler_h #define cglm_euler_h #include "cglm-common.h" /*! * @brief euler angles (in radian) for xyz sequence * * @param[in] m affine transform * @param[out] pitch x * @param[out] yaw y * @param[out] roll z */ CGLM_INLINE void glm_euler_angles(mat4 m, float * __restrict pitch, float * __restrict yaw, float * __restrict roll) { if (m[2][0] < 1.0f) { if (m[2][0] > -1.0f) { *yaw = asinf(m[2][0]); *pitch = atan2f(-m[2][1], m[2][2]); *roll = atan2f(-m[1][0], m[0][0]); } else { *yaw = -M_PI_2; *pitch = -atan2(m[0][1], m[2][1]); *roll = 0; } } else { *yaw = M_PI_2; *pitch = atan2f(m[0][1], m[1][1]); *roll = 0; } } /*! * @brief build rotation matrix from euler angles(xyz)/yaw-pitch-roll (Y-UP) */ CGLM_INLINE void glm_euler(float yaw, float pitch, float roll, mat4 dest) { float cx, cy, cz, sx, sy, sz; sx = sinf(pitch); cx = cosf(pitch); sy = sinf(yaw); cy = cosf(yaw); sz = sinf(roll); cz = cosf(roll); dest[0][0] = cy * cz; dest[0][1] = cz * sx * sy + cx * sz; dest[0][2] =-cx * cz * sy + sx * sz; dest[1][0] =-cy * sz; dest[1][1] = cx * cz - sx * sy * sz; dest[1][2] = cz * sx + cx * sy * sz; dest[2][0] = sy; dest[2][1] =-cy * sx; dest[2][2] = cx * cy; dest[0][3] = 0.0f; dest[1][3] = 0.0f; dest[2][3] = 0.0f; dest[3][0] = 0.0f; dest[3][1] = 0.0f; dest[3][2] = 0.0f; dest[3][3] = 1.0f; } /*! * @brief build rotation matrix from euler angles (zyx) */ CGLM_INLINE void glm_euler_zyx(float yaw, float pitch, float roll, mat4 dest) { float cx, cy, cz, sx, sy, sz; sx = sinf(pitch); cx = cosf(pitch); sy = sinf(yaw); cy = cosf(yaw); sz = sinf(roll); cz = cosf(roll); dest[0][0] = cy * cz; dest[0][1] = cy * sz; dest[0][2] =-sy; dest[1][0] = cz * sx * sy - cx * sz; dest[1][1] = cx * cz + sx * sy * sz; dest[1][2] = cy * sx; dest[2][0] = cx * cz * sy + sx * sz; dest[2][1] =-cz * sx + cx * sy * sz; dest[2][2] = cx * cy; dest[0][3] = 0.0f; dest[1][3] = 0.0f; dest[2][3] = 0.0f; dest[3][0] = 0.0f; dest[3][1] = 0.0f; dest[3][2] = 0.0f; dest[3][3] = 1.0f; } /*! * @brief build rotation matrix from euler angles (zxy) */ CGLM_INLINE void glm_euler_zxy(float yaw, float pitch, float roll, mat4 dest) { float cx, cy, cz, sx, sy, sz; sx = sinf(pitch); cx = cosf(pitch); sy = sinf(yaw); cy = cosf(yaw); sz = sinf(roll); cz = cosf(roll); dest[0][0] = cy * cz - sx * sy * sz; dest[0][1] = cz * sx * sy + cy + sz; dest[0][2] =-cx * sy; dest[1][0] =-cx * sz; dest[1][1] = cx * cz; dest[1][2] = sx; dest[2][0] = cz * sy + cy * sx * sz; dest[2][1] =-cy * cz * sx + sy * sz; dest[2][2] = cx * cy; dest[0][3] = 0.0f; dest[1][3] = 0.0f; dest[2][3] = 0.0f; dest[3][0] = 0.0f; dest[3][1] = 0.0f; dest[3][2] = 0.0f; dest[3][3] = 1.0f; } #endif /* cglm_euler_h */