Files
Client/GameTools/EffectEditor/EulerAngles.h
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

76 lines
3.5 KiB
C

/**** EulerAngles.h - Support for 24 angle schemes ****/
/* Ken Shoemake, 1993 */
#ifndef _H_EulerAngles
#define _H_EulerAngles
#include "quaternion.h"
#include "matrix.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(0,EulParEven,EulRepNo,EulFrmS)
#define EulOrdXYXs EulOrd(0,EulParEven,EulRepYes,EulFrmS)
#define EulOrdXZYs EulOrd(0,EulParOdd,EulRepNo,EulFrmS)
#define EulOrdXZXs EulOrd(0,EulParOdd,EulRepYes,EulFrmS)
#define EulOrdYZXs EulOrd(1,EulParEven,EulRepNo,EulFrmS)
#define EulOrdYZYs EulOrd(1,EulParEven,EulRepYes,EulFrmS)
#define EulOrdYXZs EulOrd(1,EulParOdd,EulRepNo,EulFrmS)
#define EulOrdYXYs EulOrd(1,EulParOdd,EulRepYes,EulFrmS)
#define EulOrdZXYs EulOrd(2,EulParEven,EulRepNo,EulFrmS)
#define EulOrdZXZs EulOrd(2,EulParEven,EulRepYes,EulFrmS)
#define EulOrdZYXs EulOrd(2,EulParOdd,EulRepNo,EulFrmS)
#define EulOrdZYZs EulOrd(2,EulParOdd,EulRepYes,EulFrmS)
/* Rotating axes */
#define EulOrdZYXr EulOrd(0,EulParEven,EulRepNo,EulFrmR)
#define EulOrdXYXr EulOrd(0,EulParEven,EulRepYes,EulFrmR)
#define EulOrdYZXr EulOrd(0,EulParOdd,EulRepNo,EulFrmR)
#define EulOrdXZXr EulOrd(0,EulParOdd,EulRepYes,EulFrmR)
#define EulOrdXZYr EulOrd(1,EulParEven,EulRepNo,EulFrmR)
#define EulOrdYZYr EulOrd(1,EulParEven,EulRepYes,EulFrmR)
#define EulOrdZXYr EulOrd(1,EulParOdd,EulRepNo,EulFrmR)
#define EulOrdYXYr EulOrd(1,EulParOdd,EulRepYes,EulFrmR)
#define EulOrdYXZr EulOrd(2,EulParEven,EulRepNo,EulFrmR)
#define EulOrdZXZr EulOrd(2,EulParEven,EulRepYes,EulFrmR)
#define EulOrdXYZr EulOrd(2,EulParOdd,EulRepNo,EulFrmR)
#define EulOrdZYZr EulOrd(2,EulParOdd,EulRepYes,EulFrmR)
quaternion Eul_(float ai, float aj, float ah, int order);
quaternion Eul_ToQuat(quaternion ea);
void Eul_ToMatrix(quaternion ea, matrix M);
quaternion Eul_FromMatrix(matrix M, int order);
quaternion Eul_FromQuat(quaternion q, int order);
#endif