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https://github.com/recp/cglm.git
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239 lines
5.4 KiB
C
239 lines
5.4 KiB
C
/*
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* Copyright (c), Recep Aslantas.
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*
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* MIT License (MIT), http://opensource.org/licenses/MIT
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* Full license can be found in the LICENSE file
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*/
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#ifndef cglm_euler_h
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#define cglm_euler_h
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#include "cglm-common.h"
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/*!
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* @brief euler angles (in radian) using xyz sequence
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*
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* @param[in] m affine transform
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* @param[out] v angles vector [x, y, z]
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*/
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CGLM_INLINE
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void
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glm_euler_angles(mat4 m, vec3 dest) {
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if (m[2][0] < 1.0f) {
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if (m[2][0] > -1.0f) {
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vec3 a[2];
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float cy1, cy2;
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int path;
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a[0][1] = asinf(-m[0][2]);
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a[1][1] = M_PI - a[0][1];
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cy1 = cosf(a[0][1]);
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cy2 = cosf(a[1][1]);
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a[0][0] = atan2f(m[1][2] / cy1, m[2][2] / cy1);
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a[1][0] = atan2f(m[1][2] / cy2, m[2][2] / cy2);
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a[0][2] = atan2f(m[0][1] / cy1, m[0][0] / cy1);
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a[1][2] = atan2f(m[0][1] / cy2, m[0][0] / cy2);
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path = (fabsf(a[0][0]) + fabsf(a[0][1]) + fabsf(a[0][2])) >=
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(fabsf(a[1][0]) + fabsf(a[1][1]) + fabsf(a[1][2]));
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glm_vec_dup(a[path], dest);
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} else {
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dest[0] = -atan2(m[0][1], m[2][1]);
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dest[1] = -M_PI_2;
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dest[3] = 0.0f;
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}
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} else {
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dest[0] = atan2f(m[0][1], m[1][1]);
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dest[1] = M_PI_2;
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dest[2] = 0.0f;
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}
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}
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/*!
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* @brief build rotation matrix from euler angles(ExEyEz/RzRyRx)
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*
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* @param[in] angles angles as vector [Ex, Ey, Ez]
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* @param[out] dest rotation matrix
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*/
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CGLM_INLINE
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void
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glm_euler(vec3 angles, mat4 dest) {
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float cx, cy, cz,
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sx, sy, sz;
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sx = sinf(angles[0]); cx = cosf(angles[0]);
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sy = sinf(angles[1]); cy = cosf(angles[1]);
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sz = sinf(angles[2]); cz = cosf(angles[2]);
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dest[0][0] = cy * cz;
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dest[0][1] = cy * sz;
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dest[0][2] =-sy;
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dest[1][0] = cz * sx * sy - cx * sz;
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dest[1][1] = cx * cz + sx * sy * sz;
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dest[1][2] = cy * sx;
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dest[2][0] = cx * cz * sy + sx * sz;
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dest[2][1] =-cz * sx + cx * sy * sz;
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dest[2][2] = cx * cy;
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dest[0][3] = 0.0f;
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dest[1][3] = 0.0f;
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dest[2][3] = 0.0f;
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dest[3][0] = 0.0f;
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dest[3][1] = 0.0f;
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dest[3][2] = 0.0f;
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dest[3][3] = 1.0f;
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}
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/*!
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* @brief build rotation matrix from euler angles (EzEyEx/RxRyRz)
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*/
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CGLM_INLINE
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void
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glm_euler_zyx(vec3 angles,
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mat4 dest) {
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float cx, cy, cz,
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sx, sy, sz;
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sx = sinf(angles[0]); cx = cosf(angles[0]);
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sy = sinf(angles[1]); cy = cosf(angles[1]);
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sz = sinf(angles[2]); cz = cosf(angles[2]);
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dest[0][0] = cy * cz;
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dest[0][1] = cz * sx * sy + cx * sz;
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dest[0][2] =-cx * cz * sy + sx * sz;
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dest[1][0] =-cy * sz;
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dest[1][1] = cx * cz - sx * sy * sz;
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dest[1][2] = cz * sx + cx * sy * sz;
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dest[2][0] = sy;
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dest[2][1] =-cy * sx;
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dest[2][2] = cx * cy;
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dest[0][3] = 0.0f;
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dest[1][3] = 0.0f;
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dest[2][3] = 0.0f;
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dest[3][0] = 0.0f;
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dest[3][1] = 0.0f;
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dest[3][2] = 0.0f;
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dest[3][3] = 1.0f;
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}
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CGLM_INLINE
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void
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glm_euler_zxy(vec3 angles,
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mat4 dest) {
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float cx, cy, cz,
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sx, sy, sz;
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sx = sinf(angles[0]); cx = cosf(angles[0]);
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sy = sinf(angles[1]); cy = cosf(angles[1]);
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sz = sinf(angles[2]); cz = cosf(angles[2]);
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dest[0][0] = cy * cz + sx * sy * sz;
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dest[0][1] = cx * sz;
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dest[0][2] =-cz * sy + cy * sx * sz;
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dest[1][0] = cz * sx * sy - cy * sz;
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dest[1][1] = cx * cz;
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dest[1][2] = cy * cz * sx + sy * sz;
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dest[2][0] = cx * sy;
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dest[2][1] =-sx;
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dest[2][2] = cx * cy;
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dest[0][3] = 0.0f;
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dest[1][3] = 0.0f;
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dest[2][3] = 0.0f;
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dest[3][0] = 0.0f;
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dest[3][1] = 0.0f;
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dest[3][2] = 0.0f;
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dest[3][3] = 1.0f;
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}
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CGLM_INLINE
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void
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glm_euler_xzy(vec3 angles,
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mat4 dest) {
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float cx, cy, cz,
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sx, sy, sz;
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sx = sinf(angles[0]); cx = cosf(angles[0]);
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sy = sinf(angles[1]); cy = cosf(angles[1]);
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sz = sinf(angles[2]); cz = cosf(angles[2]);
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dest[0][0] = cy * cz;
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dest[0][1] = sz;
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dest[0][2] =-cz * sy;
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dest[1][0] = sx * sy - cx * cy * sz;
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dest[1][1] = cx * cz;
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dest[1][2] = cy * sx + cx * sy * sz;
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dest[2][0] = cx * sy + cy * sx * sz;
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dest[2][1] =-cz * sx;
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dest[2][2] = cx * cy - sx * sy * sz;
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dest[0][3] = 0.0f;
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dest[1][3] = 0.0f;
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dest[2][3] = 0.0f;
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dest[3][0] = 0.0f;
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dest[3][1] = 0.0f;
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dest[3][2] = 0.0f;
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dest[3][3] = 1.0f;
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}
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CGLM_INLINE
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void
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glm_euler_yzx(vec3 angles,
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mat4 dest) {
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float cx, cy, cz,
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sx, sy, sz;
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sx = sinf(angles[0]); cx = cosf(angles[0]);
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sy = sinf(angles[1]); cy = cosf(angles[1]);
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sz = sinf(angles[2]); cz = cosf(angles[2]);
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dest[0][0] = cy * cz;
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dest[0][1] = sx * sy + cx * cy * sz;
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dest[0][2] =-cx * sy + cy * sx * sz;
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dest[1][0] =-sz;
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dest[1][1] = cx * cz;
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dest[1][2] = cz * sx;
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dest[2][0] = cz * sy;
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dest[2][1] =-cy * sx + cx * sy * sz;
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dest[2][2] = cx * cy + sx * sy * sz;
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dest[0][3] = 0.0f;
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dest[1][3] = 0.0f;
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dest[2][3] = 0.0f;
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dest[3][0] = 0.0f;
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dest[3][1] = 0.0f;
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dest[3][2] = 0.0f;
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dest[3][3] = 1.0f;
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}
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CGLM_INLINE
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void
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glm_euler_yxz(vec3 angles,
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mat4 dest) {
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float cx, cy, cz,
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sx, sy, sz;
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sx = sinf(angles[0]); cx = cosf(angles[0]);
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sy = sinf(angles[1]); cy = cosf(angles[1]);
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sz = sinf(angles[2]); cz = cosf(angles[2]);
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dest[0][0] = cy * cz - sx * sy * sz;
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dest[0][1] = cz * sx * sy + cy * sz;
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dest[0][2] =-cx * sy;
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dest[1][0] =-cx * sz;
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dest[1][1] = cx * cz;
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dest[1][2] = sx;
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dest[2][0] = cz * sy + cy * sx * sz;
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dest[2][1] =-cy * cz * sx + sy * sz;
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dest[2][2] = cx * cy;
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dest[0][3] = 0.0f;
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dest[1][3] = 0.0f;
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dest[2][3] = 0.0f;
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dest[3][0] = 0.0f;
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dest[3][1] = 0.0f;
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dest[3][2] = 0.0f;
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dest[3][3] = 1.0f;
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}
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#endif /* cglm_euler_h */
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