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📄 eulerangles.c

📁 [Game.Programming].Academic - Graphics Gems (6 books source code)
💻 C
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/**** EulerAngles.c - Convert Euler angles to/from matrix or quat ****//* Ken Shoemake, 1993 */#include <math.h>#include <float.h>#include "EulerAngles.h"EulerAngles Eul_(float ai, float aj, float ah, int order){    EulerAngles ea;    ea.x = ai; ea.y = aj; ea.z = ah;    ea.w = order;    return (ea);}/* Construct quaternion from Euler angles (in radians). */Quat Eul_ToQuat(EulerAngles ea){    Quat qu;    double a[3], ti, tj, th, ci, cj, ch, si, sj, sh, cc, cs, sc, ss;    int i,j,k,h,n,s,f;    EulGetOrd(ea.w,i,j,k,h,n,s,f);    if (f==EulFrmR) {float t = ea.x; ea.x = ea.z; ea.z = t;}    if (n==EulParOdd) ea.y = -ea.y;    ti = ea.x*0.5; tj = ea.y*0.5; th = ea.z*0.5;    ci = cos(ti);  cj = cos(tj);  ch = cos(th);    si = sin(ti);  sj = sin(tj);  sh = sin(th);    cc = ci*ch; cs = ci*sh; sc = si*ch; ss = si*sh;    if (s==EulRepYes) {	a[i] = cj*(cs + sc);	/* Could speed up with */	a[j] = sj*(cc + ss);	/* trig identities. */	a[k] = sj*(cs - sc);	qu.w = cj*(cc - ss);    } else {	a[i] = cj*sc - sj*cs;	a[j] = cj*ss + sj*cc;	a[k] = cj*cs - sj*sc;	qu.w = cj*cc + sj*ss;    }    if (n==EulParOdd) a[j] = -a[j];    qu.x = a[X]; qu.y = a[Y]; qu.z = a[Z];    return (qu);}/* Construct matrix from Euler angles (in radians). */void Eul_ToHMatrix(EulerAngles ea, HMatrix M){    double ti, tj, th, ci, cj, ch, si, sj, sh, cc, cs, sc, ss;    int i,j,k,h,n,s,f;    EulGetOrd(ea.w,i,j,k,h,n,s,f);    if (f==EulFrmR) {float t = ea.x; ea.x = ea.z; ea.z = t;}    if (n==EulParOdd) {ea.x = -ea.x; ea.y = -ea.y; ea.z = -ea.z;}    ti = ea.x;	  tj = ea.y;	th = ea.z;    ci = cos(ti); cj = cos(tj); ch = cos(th);    si = sin(ti); sj = sin(tj); sh = sin(th);    cc = ci*ch; cs = ci*sh; sc = si*ch; ss = si*sh;    if (s==EulRepYes) {	M[i][i] = cj;	  M[i][j] =  sj*si;    M[i][k] =  sj*ci;	M[j][i] = sj*sh;  M[j][j] = -cj*ss+cc; M[j][k] = -cj*cs-sc;	M[k][i] = -sj*ch; M[k][j] =  cj*sc+cs; M[k][k] =  cj*cc-ss;    } else {	M[i][i] = cj*ch; M[i][j] = sj*sc-cs; M[i][k] = sj*cc+ss;	M[j][i] = cj*sh; M[j][j] = sj*ss+cc; M[j][k] = sj*cs-sc;	M[k][i] = -sj;	 M[k][j] = cj*si;    M[k][k] = cj*ci;    }    M[W][X]=M[W][Y]=M[W][Z]=M[X][W]=M[Y][W]=M[Z][W]=0.0; M[W][W]=1.0;}/* Convert matrix to Euler angles (in radians). */EulerAngles Eul_FromHMatrix(HMatrix M, int order){    EulerAngles ea;    int i,j,k,h,n,s,f;    EulGetOrd(order,i,j,k,h,n,s,f);    if (s==EulRepYes) {	double sy = sqrt(M[i][j]*M[i][j] + M[i][k]*M[i][k]);	if (sy > 16*FLT_EPSILON) {	    ea.x = atan2(M[i][j], M[i][k]);	    ea.y = atan2(sy, M[i][i]);	    ea.z = atan2(M[j][i], -M[k][i]);	} else {	    ea.x = atan2(-M[j][k], M[j][j]);	    ea.y = atan2(sy, M[i][i]);	    ea.z = 0;	}    } else {	double cy = sqrt(M[i][i]*M[i][i] + M[j][i]*M[j][i]);	if (cy > 16*FLT_EPSILON) {	    ea.x = atan2(M[k][j], M[k][k]);	    ea.y = atan2(-M[k][i], cy);	    ea.z = atan2(M[j][i], M[i][i]);	} else {	    ea.x = atan2(-M[j][k], M[j][j]);	    ea.y = atan2(-M[k][i], cy);	    ea.z = 0;	}    }    if (n==EulParOdd) {ea.x = -ea.x; ea.y = - ea.y; ea.z = -ea.z;}    if (f==EulFrmR) {float t = ea.x; ea.x = ea.z; ea.z = t;}    ea.w = order;    return (ea);}/* Convert quaternion to Euler angles (in radians). */EulerAngles Eul_FromQuat(Quat q, int order){    HMatrix M;    double Nq = q.x*q.x+q.y*q.y+q.z*q.z+q.w*q.w;    double s = (Nq > 0.0) ? (2.0 / Nq) : 0.0;    double xs = q.x*s,	  ys = q.y*s,	 zs = q.z*s;    double wx = q.w*xs,	  wy = q.w*ys,	 wz = q.w*zs;    double xx = q.x*xs,	  xy = q.x*ys,	 xz = q.x*zs;    double yy = q.y*ys,	  yz = q.y*zs,	 zz = q.z*zs;    M[X][X] = 1.0 - (yy + zz); M[X][Y] = xy - wz; M[X][Z] = xz + wy;    M[Y][X] = xy + wz; M[Y][Y] = 1.0 - (xx + zz); M[Y][Z] = yz - wx;    M[Z][X] = xz - wy; M[Z][Y] = yz + wx; M[Z][Z] = 1.0 - (xx + yy);    M[W][X]=M[W][Y]=M[W][Z]=M[X][W]=M[Y][W]=M[Z][W]=0.0; M[W][W]=1.0;    return (Eul_FromHMatrix(M, order));}

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