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cglm/include/cglm-euler.h
2016-10-24 14:01:21 +03:00

147 lines
3.2 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"
/*!
* @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 */