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📄 eulerangles.h

📁 [Game.Programming].Academic - Graphics Gems (6 books source code)
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/**** EulerAngles.h - Support for 24 angle schemes ****//* Ken Shoemake, 1993 */#ifndef _H_EulerAngles#define _H_EulerAngles#include "QuatTypes.h"/*** Order type constants, constructors, extractors ***/    /* There are 24 possible conventions, designated by:    */    /*	  o EulAxI = axis used initially		    */    /*	  o EulPar = parity of axis permutation		    */    /*	  o EulRep = repetition of initial axis as last	    */    /*	  o EulFrm = frame from which axes are taken	    */    /* Axes I,J,K will be a permutation of X,Y,Z.	    */    /* Axis H will be either I or K, depending on EulRep.   */    /* Frame S takes axes from initial static frame.	    */    /* If ord = (AxI=X, Par=Even, Rep=No, Frm=S), then	    */    /* {a,b,c,ord} means Rz(c)Ry(b)Rx(a), where Rz(c)v	    */    /* rotates v around Z by c radians.			    */#define EulFrmS	     0#define EulFrmR	     1#define EulFrm(ord)  ((unsigned)(ord)&1)#define EulRepNo     0#define EulRepYes    1#define EulRep(ord)  (((unsigned)(ord)>>1)&1)#define EulParEven   0#define EulParOdd    1#define EulPar(ord)  (((unsigned)(ord)>>2)&1)#define EulSafe	     "\000\001\002\000"#define EulNext	     "\001\002\000\001"#define EulAxI(ord)  ((int)(EulSafe[(((unsigned)(ord)>>3)&3)]))#define EulAxJ(ord)  ((int)(EulNext[EulAxI(ord)+(EulPar(ord)==EulParOdd)]))#define EulAxK(ord)  ((int)(EulNext[EulAxI(ord)+(EulPar(ord)!=EulParOdd)]))#define EulAxH(ord)  ((EulRep(ord)==EulRepNo)?EulAxK(ord):EulAxI(ord))    /* EulGetOrd unpacks all useful information about order simultaneously. */#define EulGetOrd(ord,i,j,k,h,n,s,f) {unsigned o=ord;f=o&1;o>>=1;s=o&1;o>>=1;\    n=o&1;o>>=1;i=EulSafe[o&3];j=EulNext[i+n];k=EulNext[i+1-n];h=s?k:i;}    /* EulOrd creates an order value between 0 and 23 from 4-tuple choices. */#define EulOrd(i,p,r,f)	   (((((((i)<<1)+(p))<<1)+(r))<<1)+(f))    /* Static axes */#define EulOrdXYZs    EulOrd(X,EulParEven,EulRepNo,EulFrmS)#define EulOrdXYXs    EulOrd(X,EulParEven,EulRepYes,EulFrmS)#define EulOrdXZYs    EulOrd(X,EulParOdd,EulRepNo,EulFrmS)#define EulOrdXZXs    EulOrd(X,EulParOdd,EulRepYes,EulFrmS)#define EulOrdYZXs    EulOrd(Y,EulParEven,EulRepNo,EulFrmS)#define EulOrdYZYs    EulOrd(Y,EulParEven,EulRepYes,EulFrmS)#define EulOrdYXZs    EulOrd(Y,EulParOdd,EulRepNo,EulFrmS)#define EulOrdYXYs    EulOrd(Y,EulParOdd,EulRepYes,EulFrmS)#define EulOrdZXYs    EulOrd(Z,EulParEven,EulRepNo,EulFrmS)#define EulOrdZXZs    EulOrd(Z,EulParEven,EulRepYes,EulFrmS)#define EulOrdZYXs    EulOrd(Z,EulParOdd,EulRepNo,EulFrmS)#define EulOrdZYZs    EulOrd(Z,EulParOdd,EulRepYes,EulFrmS)    /* Rotating axes */#define EulOrdZYXr    EulOrd(X,EulParEven,EulRepNo,EulFrmR)#define EulOrdXYXr    EulOrd(X,EulParEven,EulRepYes,EulFrmR)#define EulOrdYZXr    EulOrd(X,EulParOdd,EulRepNo,EulFrmR)#define EulOrdXZXr    EulOrd(X,EulParOdd,EulRepYes,EulFrmR)#define EulOrdXZYr    EulOrd(Y,EulParEven,EulRepNo,EulFrmR)#define EulOrdYZYr    EulOrd(Y,EulParEven,EulRepYes,EulFrmR)#define EulOrdZXYr    EulOrd(Y,EulParOdd,EulRepNo,EulFrmR)#define EulOrdYXYr    EulOrd(Y,EulParOdd,EulRepYes,EulFrmR)#define EulOrdYXZr    EulOrd(Z,EulParEven,EulRepNo,EulFrmR)#define EulOrdZXZr    EulOrd(Z,EulParEven,EulRepYes,EulFrmR)#define EulOrdXYZr    EulOrd(Z,EulParOdd,EulRepNo,EulFrmR)#define EulOrdZYZr    EulOrd(Z,EulParOdd,EulRepYes,EulFrmR)EulerAngles Eul_(float ai, float aj, float ah, int order);Quat Eul_ToQuat(EulerAngles ea);void Eul_ToHMatrix(EulerAngles ea, HMatrix M);EulerAngles Eul_FromHMatrix(HMatrix M, int order);EulerAngles Eul_FromQuat(Quat q, int order);#endif

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