Restructure repository to include all source folders
Move git root from Client/ to src/ to track all source code: - Client: Game client source (moved to Client/Client/) - Server: Game server source - GameTools: Development tools - CryptoSource: Encryption utilities - database: Database scripts - Script: Game scripts - rylCoder_16.02.2008_src: Legacy coder tools - GMFont, Game: Additional resources 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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GameTools/EffectEditor/EulerAngles.cpp
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161
GameTools/EffectEditor/EulerAngles.cpp
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/**** EulerAngles.c - Convert Euler angles to/from matrix or quat ****/
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/* Ken Shoemake, 1993 */
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#include "EulerAngles.h"
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quaternion Eul_(float ai, float aj, float ah, int order)
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{
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quaternion ea;
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ea.x = ai; ea.y = aj; ea.z = ah;
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ea.w = order;
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return (ea);
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}
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/* Construct quaternion from Euler angles (in radians). */
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quaternion Eul_ToQuat(quaternion ea)
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{
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quaternion qu;
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double a[3], ti, tj, th, ci, cj, ch, si, sj, sh, cc, cs, sc, ss;
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int i,j,k,h,n,s,f;
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EulGetOrd(ea.w,i,j,k,h,n,s,f);
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if(f == EulFrmR)
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{
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float t = ea.x;
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ea.x = ea.z;
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ea.z = t;
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}
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if(n == EulParOdd) ea.y = -ea.y;
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ti = ea.x*0.5; tj = ea.y*0.5; th = ea.z*0.5;
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ci = cos(ti); cj = cos(tj); ch = cos(th);
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si = sin(ti); sj = sin(tj); sh = sin(th);
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cc = ci*ch; cs = ci*sh; sc = si*ch; ss = si*sh;
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if(s==EulRepYes)
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{
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a[i] = cj*(cs + sc); /* Could speed up with */
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a[j] = sj*(cc + ss); /* trig identities. */
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a[k] = sj*(cs - sc);
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qu.w = cj*(cc - ss);
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} else {
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a[i] = cj*sc - sj*cs;
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a[j] = cj*ss + sj*cc;
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a[k] = cj*cs - sj*sc;
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qu.w = cj*cc + sj*ss;
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}
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if(n == EulParOdd) a[j] = -a[j];
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qu.x = a[0]; qu.y = a[1]; qu.z = a[2];
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return (qu);
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}
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/* Construct matrix from Euler angles (in radians). */
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void Eul_ToMatrix(quaternion ea, matrix M)
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{
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double ti, tj, th, ci, cj, ch, si, sj, sh, cc, cs, sc, ss;
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int i,j,k,h,n,s,f;
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EulGetOrd(ea.w,i,j,k,h,n,s,f);
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if(f == EulFrmR)
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{
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float t = ea.x;
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ea.x = ea.z;
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ea.z = t;
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}
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if(n == EulParOdd)
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{
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ea.x = -ea.x;
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ea.y = -ea.y;
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ea.z = -ea.z;
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}
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ti = ea.x; tj = ea.y; th = ea.z;
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ci = cos(ti); cj = cos(tj); ch = cos(th);
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si = sin(ti); sj = sin(tj); sh = sin(th);
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cc = ci*ch; cs = ci*sh; sc = si*ch; ss = si*sh;
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if(s == EulRepYes)
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{
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M.m[i][i] = cj; M.m[i][j] = sj*si; M.m[i][k] = sj*ci;
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M.m[j][i] = sj*sh; M.m[j][j] = -cj*ss+cc; M.m[j][k] = -cj*cs-sc;
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M.m[k][i] = -sj*ch; M.m[k][j] = cj*sc+cs; M.m[k][k] = cj*cc-ss;
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} else {
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M.m[i][i] = cj*ch; M.m[i][j] = sj*sc-cs; M.m[i][k] = sj*cc+ss;
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M.m[j][i] = cj*sh; M.m[j][j] = sj*ss+cc; M.m[j][k] = sj*cs-sc;
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M.m[k][i] = -sj; M.m[k][j] = cj*si; M.m[k][k] = cj*ci;
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}
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M.m[3][0]=M.m[3][1]=M.m[3][2]=M.m[0][3]=M.m[1][3]=M.m[2][3]=0.0; M.m[3][3]=1.0;
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}
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/* Convert matrix to Euler angles (in radians). */
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quaternion Eul_FromMatrix(matrix M, int order)
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{
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quaternion ea;
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int i,j,k,h,n,s,f;
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EulGetOrd(order,i,j,k,h,n,s,f);
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if(s == EulRepYes)
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{
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double sy = sqrt(M.m[i][j]*M.m[i][j] + M.m[i][k]*M.m[i][k]);
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if(sy > 16*FLT_EPSILON)
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{
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ea.x = atan2(M.m[i][j], M.m[i][k]);
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ea.y = atan2(sy, M.m[i][i]);
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ea.z = atan2(M.m[j][i], -M.m[k][i]);
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} else {
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ea.x = atan2(-M.m[j][k], M.m[j][j]);
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ea.y = atan2(sy, M.m[i][i]);
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ea.z = 0;
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}
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} else {
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double cy = sqrt(M.m[i][i]*M.m[i][i] + M.m[j][i]*M.m[j][i]);
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if(cy > 16*FLT_EPSILON)
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{
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ea.x = atan2(M.m[k][j], M.m[k][k]);
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ea.y = atan2(-M.m[k][i], cy);
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ea.z = atan2(M.m[j][i], M.m[i][i]);
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} else {
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ea.x = atan2(-M.m[j][k], M.m[j][j]);
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ea.y = atan2(-M.m[k][i], cy);
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ea.z = 0;
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}
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}
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if(n == EulParOdd)
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{
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ea.x = -ea.x;
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ea.y = - ea.y;
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ea.z = -ea.z;
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}
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if(f == EulFrmR)
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{
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float t = ea.x;
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ea.x = ea.z;
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ea.z = t;
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}
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ea.w = order;
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return (ea);
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}
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/* Convert quaternion to Euler angles (in radians). */
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quaternion Eul_FromQuat(quaternion q, int order)
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{
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matrix M;
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double Nq = q.x*q.x+q.y*q.y+q.z*q.z+q.w*q.w;
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double s = (Nq > 0.0) ? (2.0 / Nq) : 0.0;
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double xs = q.x*s, ys = q.y*s, zs = q.z*s;
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double wx = q.w*xs, wy = q.w*ys, wz = q.w*zs;
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double xx = q.x*xs, xy = q.x*ys, xz = q.x*zs;
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double yy = q.y*ys, yz = q.y*zs, zz = q.z*zs;
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M.m[0][0] = 1.0 - (yy + zz); M.m[0][1] = xy - wz; M.m[0][2] = xz + wy;
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M.m[1][0] = xy + wz; M.m[1][1] = 1.0 - (xx + zz); M.m[1][2] = yz - wx;
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M.m[2][0] = xz - wy; M.m[2][1] = yz + wx; M.m[2][2] = 1.0 - (xx + yy);
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M.m[3][0]=M.m[3][1]=M.m[3][2]=M.m[0][3]=M.m[1][3]=M.m[2][3]=0.0; M.m[3][3]=1.0;
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return (Eul_FromMatrix(M, order));
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}
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