Files
Client/GameTools/EffectEditor/EulerAngles.cpp
LGram16 dd97ddec92 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>
2025-11-29 20:17:20 +09:00

162 lines
4.0 KiB
C++

/**** EulerAngles.c - Convert Euler angles to/from matrix or quat ****/
/* Ken Shoemake, 1993 */
#include "EulerAngles.h"
quaternion Eul_(float ai, float aj, float ah, int order)
{
quaternion ea;
ea.x = ai; ea.y = aj; ea.z = ah;
ea.w = order;
return (ea);
}
/* Construct quaternion from Euler angles (in radians). */
quaternion Eul_ToQuat(quaternion ea)
{
quaternion 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[0]; qu.y = a[1]; qu.z = a[2];
return (qu);
}
/* Construct matrix from Euler angles (in radians). */
void Eul_ToMatrix(quaternion ea, matrix 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.m[i][i] = cj; M.m[i][j] = sj*si; M.m[i][k] = sj*ci;
M.m[j][i] = sj*sh; M.m[j][j] = -cj*ss+cc; M.m[j][k] = -cj*cs-sc;
M.m[k][i] = -sj*ch; M.m[k][j] = cj*sc+cs; M.m[k][k] = cj*cc-ss;
} else {
M.m[i][i] = cj*ch; M.m[i][j] = sj*sc-cs; M.m[i][k] = sj*cc+ss;
M.m[j][i] = cj*sh; M.m[j][j] = sj*ss+cc; M.m[j][k] = sj*cs-sc;
M.m[k][i] = -sj; M.m[k][j] = cj*si; M.m[k][k] = cj*ci;
}
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;
}
/* Convert matrix to Euler angles (in radians). */
quaternion Eul_FromMatrix(matrix M, int order)
{
quaternion 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.m[i][j]*M.m[i][j] + M.m[i][k]*M.m[i][k]);
if(sy > 16*FLT_EPSILON)
{
ea.x = atan2(M.m[i][j], M.m[i][k]);
ea.y = atan2(sy, M.m[i][i]);
ea.z = atan2(M.m[j][i], -M.m[k][i]);
} else {
ea.x = atan2(-M.m[j][k], M.m[j][j]);
ea.y = atan2(sy, M.m[i][i]);
ea.z = 0;
}
} else {
double cy = sqrt(M.m[i][i]*M.m[i][i] + M.m[j][i]*M.m[j][i]);
if(cy > 16*FLT_EPSILON)
{
ea.x = atan2(M.m[k][j], M.m[k][k]);
ea.y = atan2(-M.m[k][i], cy);
ea.z = atan2(M.m[j][i], M.m[i][i]);
} else {
ea.x = atan2(-M.m[j][k], M.m[j][j]);
ea.y = atan2(-M.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). */
quaternion Eul_FromQuat(quaternion q, int order)
{
matrix 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.m[0][0] = 1.0 - (yy + zz); M.m[0][1] = xy - wz; M.m[0][2] = xz + wy;
M.m[1][0] = xy + wz; M.m[1][1] = 1.0 - (xx + zz); M.m[1][2] = yz - wx;
M.m[2][0] = xz - wy; M.m[2][1] = yz + wx; M.m[2][2] = 1.0 - (xx + yy);
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;
return (Eul_FromMatrix(M, order));
}