euler.cpp 15 KB

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  1. /*
  2. ** Command & Conquer Generals Zero Hour(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. /* $Header: /Commando/Code/wwmath/euler.cpp 5 4/27/01 11:51a Jani_p $ */
  19. /***********************************************************************************************
  20. *** Confidential - Westwood Studios ***
  21. ***********************************************************************************************
  22. * *
  23. * Project Name : Commando / G Math Library *
  24. * *
  25. * $Archive:: /Commando/Code/wwmath/euler.cpp $*
  26. * *
  27. * Author:: Greg_h *
  28. * *
  29. * $Modtime:: 4/23/01 6:08p $*
  30. * *
  31. * $Revision:: 5 $*
  32. * *
  33. *---------------------------------------------------------------------------------------------*
  34. * Functions: *
  35. * EulerAnglesClass::EulerAnglesClass -- constructor *
  36. * EulerAnglesClass::Get_Angle -- returns angle 'i' of the euler angles *
  37. * EulerAnglesClass::From_Matrix -- computes the equivalent euler angles for the given matrix*
  38. * EulerAnglesClass::To_Matrix -- Builds a matrix from the given euler angles *
  39. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
  40. #include "euler.h"
  41. #include <float.h>
  42. /*********************************************************************
  43. There are 24 possible conventions for Euler angles. They can
  44. be designated by:
  45. EulerAxis = Axis used initially
  46. EulerParity = parity of axis permutation (even = x,y,z)
  47. EulerRepeat = is last axis a repeat of the initial axis?
  48. EulerFrame = frame from which axes are taken (rotating or static)
  49. For example, in this system an euler angle convention of:
  50. Rotate_X(a0);
  51. Rotate_Y(a1);
  52. Rotate_Z(a2);
  53. would be described as EulerOrderXYZr.
  54. *********************************************************************/
  55. #define EULER_FRAME_STATIC 0x00000000
  56. #define EULER_FRAME_ROTATING 0x00000001
  57. #define EULER_FRAME(order) ((unsigned)(order) & 1)
  58. #define EULER_REPEAT_NO 0x00000000
  59. #define EULER_REPEAT_YES 0x00000001
  60. #define EULER_REPEAT(order) (((unsigned)(order) >> 1) & 1)
  61. #define EULER_PARITY_EVEN 0x00000000
  62. #define EULER_PARITY_ODD 0x00000001
  63. #define EULER_PARITY(order) (((unsigned)(order) >> 2) & 1)
  64. #define EULER_BUILD_ORDER(i,p,r,f) (((((((i) << 1) + (p)) << 1) + (r)) << 1) + (f))
  65. /* static axes */
  66. int EulerOrderXYZs = EULER_BUILD_ORDER(0, EULER_PARITY_EVEN, EULER_REPEAT_NO, EULER_FRAME_STATIC);
  67. int EulerOrderXYXs = EULER_BUILD_ORDER(0, EULER_PARITY_EVEN, EULER_REPEAT_YES, EULER_FRAME_STATIC);
  68. int EulerOrderXZYs = EULER_BUILD_ORDER(0, EULER_PARITY_ODD, EULER_REPEAT_NO, EULER_FRAME_STATIC);
  69. int EulerOrderXZXs = EULER_BUILD_ORDER(0, EULER_PARITY_ODD, EULER_REPEAT_YES, EULER_FRAME_STATIC);
  70. int EulerOrderYZXs = EULER_BUILD_ORDER(1, EULER_PARITY_EVEN, EULER_REPEAT_NO, EULER_FRAME_STATIC);
  71. int EulerOrderYZYs = EULER_BUILD_ORDER(1, EULER_PARITY_EVEN, EULER_REPEAT_YES, EULER_FRAME_STATIC);
  72. int EulerOrderYXZs = EULER_BUILD_ORDER(1, EULER_PARITY_ODD, EULER_REPEAT_NO, EULER_FRAME_STATIC);
  73. int EulerOrderYXYs = EULER_BUILD_ORDER(1, EULER_PARITY_ODD, EULER_REPEAT_YES, EULER_FRAME_STATIC);
  74. int EulerOrderZXYs = EULER_BUILD_ORDER(2, EULER_PARITY_EVEN, EULER_REPEAT_NO, EULER_FRAME_STATIC);
  75. int EulerOrderZXZs = EULER_BUILD_ORDER(2, EULER_PARITY_EVEN, EULER_REPEAT_YES, EULER_FRAME_STATIC);
  76. int EulerOrderZYXs = EULER_BUILD_ORDER(2, EULER_PARITY_ODD, EULER_REPEAT_NO, EULER_FRAME_STATIC);
  77. int EulerOrderZYZs = EULER_BUILD_ORDER(2, EULER_PARITY_ODD, EULER_REPEAT_YES, EULER_FRAME_STATIC);
  78. /* rotating axes */
  79. int EulerOrderZYXr = EULER_BUILD_ORDER(0, EULER_PARITY_EVEN, EULER_REPEAT_NO, EULER_FRAME_ROTATING);
  80. int EulerOrderXYXr = EULER_BUILD_ORDER(0, EULER_PARITY_EVEN, EULER_REPEAT_YES, EULER_FRAME_ROTATING);
  81. int EulerOrderYZXr = EULER_BUILD_ORDER(0, EULER_PARITY_ODD, EULER_REPEAT_NO, EULER_FRAME_ROTATING);
  82. int EulerOrderXZXr = EULER_BUILD_ORDER(0, EULER_PARITY_ODD, EULER_REPEAT_YES, EULER_FRAME_ROTATING);
  83. int EulerOrderXZYr = EULER_BUILD_ORDER(1, EULER_PARITY_EVEN, EULER_REPEAT_NO, EULER_FRAME_ROTATING);
  84. int EulerOrderYZYr = EULER_BUILD_ORDER(1, EULER_PARITY_EVEN, EULER_REPEAT_YES, EULER_FRAME_ROTATING);
  85. int EulerOrderZXYr = EULER_BUILD_ORDER(1, EULER_PARITY_ODD, EULER_REPEAT_NO, EULER_FRAME_ROTATING);
  86. int EulerOrderYXYr = EULER_BUILD_ORDER(1, EULER_PARITY_ODD, EULER_REPEAT_YES, EULER_FRAME_ROTATING);
  87. int EulerOrderYXZr = EULER_BUILD_ORDER(2, EULER_PARITY_EVEN, EULER_REPEAT_NO, EULER_FRAME_ROTATING);
  88. int EulerOrderZXZr = EULER_BUILD_ORDER(2, EULER_PARITY_EVEN, EULER_REPEAT_YES, EULER_FRAME_ROTATING);
  89. int EulerOrderXYZr = EULER_BUILD_ORDER(2, EULER_PARITY_ODD, EULER_REPEAT_NO, EULER_FRAME_ROTATING);
  90. int EulerOrderZYZr = EULER_BUILD_ORDER(2, EULER_PARITY_ODD, EULER_REPEAT_YES, EULER_FRAME_ROTATING);
  91. #define EULER_SAFE "\000\001\002\000"
  92. #define EULER_NEXT "\001\002\000\001"
  93. #define EULER_AXIS_I(order) ((int)(EULER_SAFE[(((unsigned)(ord)>>3) & 3)]))
  94. #define EULER_AXIS_J(order) ((int)(EULER_NEXT[EULER_AXIS_I(order) + (EULER_PARITY(order) == EULER_PARITY_ODD)]))
  95. #define EULER_AXIS_K(order) ((int)(EULER_NEXT[EULER_AXIS_I(order) + (EULER_PARITY(order) != EULER_PARITY_ODD)]))
  96. #define EULER_AXIS_H(order) ((EULER_REPEAT(order) == EULER_REPEAT_NO) ? EULER_AXIS_K(order) : EULER_AXIS_I(order))
  97. /* local functions */
  98. static void _euler_unpack_order(int order,int &i,int &j,int &k,int &h,int &n,int &s,int &f);
  99. static int _euler_axis_i(int order);
  100. static int _euler_axis_j(int order);
  101. static int _euler_axis_k(int order);
  102. static int _euler_axis_h(int order);
  103. /***********************************************************************************************
  104. * EulerAnglesClass::EulerAnglesClass -- constructor *
  105. * *
  106. * INPUT: *
  107. * *
  108. * OUTPUT: *
  109. * *
  110. * WARNINGS: *
  111. * *
  112. * HISTORY: *
  113. * 08/11/1997 GH : Created. *
  114. *=============================================================================================*/
  115. EulerAnglesClass::EulerAnglesClass(const Matrix3D & M,int order)
  116. {
  117. this->From_Matrix(M,order);
  118. }
  119. /***********************************************************************************************
  120. * EulerAnglesClass::Get_Angle -- returns angle 'i' of the euler angles *
  121. * *
  122. * INPUT: *
  123. * *
  124. * OUTPUT: *
  125. * *
  126. * WARNINGS: *
  127. * *
  128. * HISTORY: *
  129. * 08/11/1997 GH : Created. *
  130. *=============================================================================================*/
  131. double EulerAnglesClass::Get_Angle(int i)
  132. {
  133. return Angle[i];
  134. }
  135. /***********************************************************************************************
  136. * EulerAnglesClass::From_Matrix -- computes the equivalent euler angles for the given matrix *
  137. * *
  138. * INPUT: *
  139. * *
  140. * OUTPUT: *
  141. * *
  142. * WARNINGS: *
  143. * *
  144. * HISTORY: *
  145. * 08/11/1997 GH : Created. *
  146. *=============================================================================================*/
  147. void EulerAnglesClass::From_Matrix(const Matrix3D & M, int order)
  148. {
  149. int i,j,k,h,n,s,f;
  150. Order = order;
  151. _euler_unpack_order(order,i,j,k,h,n,s,f);
  152. if (s == EULER_REPEAT_YES) {
  153. double sy = sqrt(M[i][j]*M[i][j] + M[i][k]*M[i][k]);
  154. if (sy > 16*FLT_EPSILON) {
  155. Angle[0] = WWMath::Atan2(M[i][j],M[i][k]);
  156. Angle[1] = WWMath::Atan2(sy,M[i][i]);
  157. Angle[2] = WWMath::Atan2(M[j][i],-M[k][i]);
  158. } else {
  159. Angle[0] = WWMath::Atan2(-M[j][k],M[j][j]);
  160. Angle[1] = WWMath::Atan2(sy,M[i][i]);
  161. Angle[2] = 0.0;
  162. }
  163. } else {
  164. double cy = sqrt(M[i][i]*M[i][i] + M[j][i]*M[j][i]);
  165. if (cy > 16*FLT_EPSILON) {
  166. Angle[0] = WWMath::Atan2(M[k][j],M[k][k]);
  167. Angle[1] = WWMath::Atan2(-M[k][i],cy);
  168. Angle[2] = WWMath::Atan2(M[j][i],M[i][i]);
  169. } else {
  170. Angle[0] = WWMath::Atan2(-M[j][k],M[j][j]);
  171. Angle[1] = WWMath::Atan2(-M[k][i],cy);
  172. Angle[2] = 0;
  173. }
  174. }
  175. if (n==EULER_PARITY_ODD) { Angle[0] = -Angle[0]; Angle[1] = -Angle[1]; Angle[2] = -Angle[2]; }
  176. if (f==EULER_FRAME_ROTATING) { double t = Angle[0]; Angle[0] = Angle[2]; Angle[2] = t; }
  177. // Trying to "clean" up the eulers, special cased for XYZr
  178. if (order == EulerOrderXYZr) {
  179. const double PI = 3.141592654;
  180. double x2 = PI + Angle[0];
  181. double y2 = PI - Angle[1];
  182. double z2 = PI + Angle[2];
  183. if (x2 > PI) {
  184. x2 = x2 - 2*PI;
  185. }
  186. if (y2 > PI) {
  187. y2 = y2 - 2*PI;
  188. }
  189. if (z2 > PI) {
  190. z2 = z2 - 2*PI;
  191. }
  192. double mag0 = Angle[0]*Angle[0] + Angle[1]*Angle[1] + Angle[2]*Angle[2];
  193. double mag1 = x2*x2 + y2*y2 + z2*z2;
  194. if (mag1 < mag0) {
  195. Angle[0] = x2;
  196. Angle[1] = y2;
  197. Angle[2] = z2;
  198. }
  199. }
  200. }
  201. /***********************************************************************************************
  202. * EulerAnglesClass::To_Matrix -- Builds a matrix from the given euler angles *
  203. * *
  204. * INPUT: *
  205. * *
  206. * OUTPUT: *
  207. * *
  208. * WARNINGS: *
  209. * *
  210. * HISTORY: *
  211. * 08/11/1997 GH : Created. *
  212. *=============================================================================================*/
  213. void EulerAnglesClass::To_Matrix(Matrix3D & M)
  214. {
  215. M.Make_Identity();
  216. double a0,a1,a2;
  217. double ti,tj,th,ci,cj,ch,si,sj,sh,cc,cs,sc,ss;
  218. int i,j,k,h,n,s,f;
  219. a0 = Angle[0];
  220. a1 = Angle[1];
  221. a2 = Angle[2];
  222. _euler_unpack_order(Order,i,j,k,h,n,s,f);
  223. if (f == EULER_FRAME_ROTATING) {
  224. double t = a0; a0 = a2; a2 = t;
  225. }
  226. if (n == EULER_PARITY_ODD) {
  227. a0 = -a0; a1 = -a1; a2 = -a2;
  228. }
  229. ti = a0; tj = a1; th = a2;
  230. ci = WWMath::Cos(ti); cj = WWMath::Cos(tj); ch = WWMath::Cos(th);
  231. si = WWMath::Sin(ti); sj = WWMath::Sin(tj); sh = WWMath::Sin(th);
  232. cc = ci*ch;
  233. cs = ci*sh;
  234. sc = si*ch;
  235. ss = si*sh;
  236. if (s == EULER_REPEAT_YES) {
  237. M[i][i] = (float)(cj); M[i][j] = (float)(sj*si); M[i][k] = (float)(sj*ci);
  238. M[j][i] = (float)(sj*sh); M[j][j] = (float)(-cj*ss+cc); M[j][k] = (float)(-cj*cs-sc);
  239. M[k][i] = (float)(-sj*ch); M[k][j] = (float)(cj*sc+cs); M[k][k] = (float)(cj*cc-ss);
  240. } else {
  241. M[i][i] = (float)(cj*ch); M[i][j] = (float)(sj*sc-cs); M[i][k] = (float)(sj*cc+ss);
  242. M[j][i] = (float)(cj*sh); M[j][j] = (float)(sj*ss+cc); M[j][k] = (float)(sj*cs-sc);
  243. M[k][i] = (float)(-sj); M[k][j] = (float)(cj*si); M[k][k] = (float)(cj*ci);
  244. }
  245. }
  246. /*
  247. ** Local functions
  248. */
  249. static int _euler_safe[] = { 0,1,2,0 };
  250. static int _euler_next[] = { 1,2,0,1 };
  251. int _euler_axis_i(int order)
  252. {
  253. return _euler_safe[ (order>>3) & 3 ];
  254. }
  255. int _euler_axis_j(int order)
  256. {
  257. int index = _euler_axis_i(order);
  258. if (EULER_PARITY(order) == 1) {
  259. index++;
  260. }
  261. return _euler_next[ index ];
  262. }
  263. int _euler_axis_k(int order)
  264. {
  265. int index = _euler_axis_i(order);
  266. if (EULER_PARITY(order) != 1) {
  267. index++;
  268. }
  269. return _euler_next[ index ];
  270. }
  271. int _euler_axis_h(int order)
  272. {
  273. if (EULER_REPEAT(order) == 1) {
  274. return _euler_axis_k(order);
  275. } else {
  276. return _euler_axis_i(order);
  277. }
  278. }
  279. void _euler_unpack_order(int order,int &i,int &j,int &k,int &h,int &n,int &s,int &f)
  280. {
  281. f = order & 1;
  282. order >>= 1;
  283. s = order & 1;
  284. order >>= 1;
  285. n = order & 1;
  286. order >>= 1;
  287. i = _euler_safe[order & 3];
  288. j = _euler_next[i+n];
  289. k = _euler_next[i+1-n];
  290. h = (s ? k : i);
  291. }