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cglm/include/cglm-euler.h
2017-01-08 16:35:37 +02:00

361 lines
8.6 KiB
C

/*
* 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"
/*!
* if you have axis order like vec3 orderVec = [0, 1, 2] or [0, 2, 1]...
* vector then you can convert it to this enum by doing this:
* @code
* glm_euler_sq order;
* order = orderVec[0] | orderVec[1] << 2 | orderVec[2] << 4;
* @endcode
* you may need to explicit cast if required
*/
typedef enum glm_euler_sq {
GLM_EULER_XYZ = 0 << 0 | 1 << 2 | 2 << 4,
GLM_EULER_XZY = 0 << 0 | 2 << 2 | 1 << 4,
GLM_EULER_YZX = 1 << 0 | 2 << 2 | 0 << 4,
GLM_EULER_YXZ = 1 << 0 | 0 << 2 | 2 << 4,
GLM_EULER_ZXY = 2 << 0 | 0 << 2 | 1 << 4,
GLM_EULER_ZYX = 2 << 0 | 1 << 2 | 0 << 4
} glm_euler_sq;
CGLM_INLINE
glm_euler_sq
glm_euler_order(char newOrder[3]) {
return (glm_euler_sq)(newOrder[0] | newOrder[1] << 2 | newOrder[2] << 4);
}
/*!
* @brief euler angles (in radian) using xyz sequence
*
* @param[in] m affine transform
* @param[out] v angles vector [x, y, z]
*/
CGLM_INLINE
void
glm_euler_angles(mat4 m, vec3 dest) {
if (m[0][2] < 1.0f) {
if (m[0][2] > -1.0f) {
vec3 a[2];
float cy1, cy2;
int path;
a[0][1] = asinf(-m[0][2]);
a[1][1] = M_PI - a[0][1];
cy1 = cosf(a[0][1]);
cy2 = cosf(a[1][1]);
a[0][0] = atan2f(m[1][2] / cy1, m[2][2] / cy1);
a[1][0] = atan2f(m[1][2] / cy2, m[2][2] / cy2);
a[0][2] = atan2f(m[0][1] / cy1, m[0][0] / cy1);
a[1][2] = atan2f(m[0][1] / cy2, m[0][0] / cy2);
path = (fabsf(a[0][0]) + fabsf(a[0][1]) + fabsf(a[0][2])) >=
(fabsf(a[1][0]) + fabsf(a[1][1]) + fabsf(a[1][2]));
glm_vec_dup(a[path], dest);
} else {
dest[0] = atan2(m[1][0], m[2][0]);
dest[1] = M_PI_2;
dest[2] = 0.0f;
}
} else {
dest[0] = atan2f(-m[1][0], -m[2][0]);
dest[1] =-M_PI_2;
dest[2] = 0.0f;
}
}
/*!
* @brief build rotation matrix from euler angles(ExEyEz/RzRyRx)
*
* @param[in] angles angles as vector [Ex, Ey, Ez]
* @param[out] dest rotation matrix
*/
CGLM_INLINE
void
glm_euler(vec3 angles, mat4 dest) {
float cx, cy, cz,
sx, sy, sz;
sx = sinf(angles[0]); cx = cosf(angles[0]);
sy = sinf(angles[1]); cy = cosf(angles[1]);
sz = sinf(angles[2]); cz = cosf(angles[2]);
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 (EzEyEx/RxRyRz)
*/
CGLM_INLINE
void
glm_euler_zyx(vec3 angles,
mat4 dest) {
float cx, cy, cz,
sx, sy, sz;
sx = sinf(angles[0]); cx = cosf(angles[0]);
sy = sinf(angles[1]); cy = cosf(angles[1]);
sz = sinf(angles[2]); cz = cosf(angles[2]);
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;
}
CGLM_INLINE
void
glm_euler_zxy(vec3 angles,
mat4 dest) {
float cx, cy, cz,
sx, sy, sz;
sx = sinf(angles[0]); cx = cosf(angles[0]);
sy = sinf(angles[1]); cy = cosf(angles[1]);
sz = sinf(angles[2]); cz = cosf(angles[2]);
dest[0][0] = cy * cz + sx * sy * sz;
dest[0][1] = cx * sz;
dest[0][2] =-cz * sy + cy * sx * sz;
dest[1][0] = cz * sx * sy - cy * sz;
dest[1][1] = cx * cz;
dest[1][2] = cy * cz * sx + sy * sz;
dest[2][0] = cx * sy;
dest[2][1] =-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;
}
CGLM_INLINE
void
glm_euler_xzy(vec3 angles,
mat4 dest) {
float cx, cy, cz,
sx, sy, sz;
sx = sinf(angles[0]); cx = cosf(angles[0]);
sy = sinf(angles[1]); cy = cosf(angles[1]);
sz = sinf(angles[2]); cz = cosf(angles[2]);
dest[0][0] = cy * cz;
dest[0][1] = sz;
dest[0][2] =-cz * sy;
dest[1][0] = sx * sy - cx * cy * sz;
dest[1][1] = cx * cz;
dest[1][2] = cy * sx + cx * sy * sz;
dest[2][0] = cx * sy + cy * sx * sz;
dest[2][1] =-cz * sx;
dest[2][2] = cx * cy - sx * sy * sz;
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;
}
CGLM_INLINE
void
glm_euler_yzx(vec3 angles,
mat4 dest) {
float cx, cy, cz,
sx, sy, sz;
sx = sinf(angles[0]); cx = cosf(angles[0]);
sy = sinf(angles[1]); cy = cosf(angles[1]);
sz = sinf(angles[2]); cz = cosf(angles[2]);
dest[0][0] = cy * cz;
dest[0][1] = sx * sy + cx * cy * sz;
dest[0][2] =-cx * sy + cy * sx * sz;
dest[1][0] =-sz;
dest[1][1] = cx * cz;
dest[1][2] = cz * sx;
dest[2][0] = cz * sy;
dest[2][1] =-cy * sx + cx * sy * sz;
dest[2][2] = cx * cy + sx * sy * sz;
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;
}
CGLM_INLINE
void
glm_euler_yxz(vec3 angles,
mat4 dest) {
float cx, cy, cz,
sx, sy, sz;
sx = sinf(angles[0]); cx = cosf(angles[0]);
sy = sinf(angles[1]); cy = cosf(angles[1]);
sz = sinf(angles[2]); cz = cosf(angles[2]);
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;
}
CGLM_INLINE
void
glm_euler_by_order(vec3 angles, glm_euler_sq axis, mat4 dest) {
float cx, cy, cz,
sx, sy, sz;
float cycz, cysz, cysx, cxcy,
czsy, cxcz, czsx, cxsz,
sysz;
sx = sinf(angles[0]); cx = cosf(angles[0]);
sy = sinf(angles[1]); cy = cosf(angles[1]);
sz = sinf(angles[2]); cz = cosf(angles[2]);
cycz = cy * cz; cysz = cy * sz;
cysx = cy * sx; cxcy = cx * cy;
czsy = cz * sy; cxcz = cx * cz;
czsx = cz * sx; cxsz = cx * sz;
sysz = sy * sz;
switch (axis) {
case GLM_EULER_XYZ:
dest[0][0] = cycz;
dest[0][1] = cysz;
dest[0][2] =-sy;
dest[1][0] = czsx * sy - cxsz;
dest[1][1] = cxcz + sx * sysz;
dest[1][2] = cysx;
dest[2][0] = cx * czsy + sx * sz;
dest[2][1] =-czsx + cx * sysz;
dest[2][2] = cxcy;
break;
case GLM_EULER_XZY:
dest[0][0] = cycz;
dest[0][1] = sz;
dest[0][2] =-czsy;
dest[1][0] = sx * sy - cx * cysz;
dest[1][1] = cxcz;
dest[1][2] = cysx + cx * sysz;
dest[2][0] = cx * sy + cysx * sz;
dest[2][1] =-czsx;
dest[2][2] = cxcy - sx * sysz;
break;
case GLM_EULER_ZXY:
dest[0][0] = cycz + sx * sysz;
dest[0][1] = cxsz;
dest[0][2] =-czsy + cysx * sz;
dest[1][0] = czsx * sy - cysz;
dest[1][1] = cxcz;
dest[1][2] = cycz * sx + sysz;
dest[2][0] = cx * sy;
dest[2][1] =-sx;
dest[2][2] = cxcy;
break;
case GLM_EULER_ZYX:
dest[0][0] = cycz;
dest[0][1] = czsx * sy + cxsz;
dest[0][2] =-cx * czsy + sx * sz;
dest[1][0] =-cysz;
dest[1][1] = cxcz - sx * sysz;
dest[1][2] = czsx + cx * sysz;
dest[2][0] = sy;
dest[2][1] =-cysx;
dest[2][2] = cxcy;
break;
case GLM_EULER_YXZ:
dest[0][0] = cycz - sx * sysz;
dest[0][1] = czsx * sy + cysz;
dest[0][2] =-cx * sy;
dest[1][0] =-cxsz;
dest[1][1] = cxcz;
dest[1][2] = sx;
dest[2][0] = czsy + cysx * sz;
dest[2][1] =-cycz * sx + sysz;
dest[2][2] = cxcy;
break;
case GLM_EULER_YZX:
dest[0][0] = cycz;
dest[0][1] = sx * sy + cx * cysz;
dest[0][2] =-cx * sy + cysx * sz;
dest[1][0] =-sz;
dest[1][1] = cxcz;
dest[1][2] = czsx;
dest[2][0] = czsy;
dest[2][1] =-cysx + cx * sysz;
dest[2][2] = cxcy + sx * sysz;
break;
}
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 */