EULER.CPP 10 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/Tools/max2w3d/EULER.CPP 5 12/02/97 10:14p Greg_h $ */
  19. /***********************************************************************************************
  20. *** Confidential - Westwood Studios ***
  21. ***********************************************************************************************
  22. * *
  23. * Project Name : Commando / G 3D Engine *
  24. * *
  25. * $Archive:: /Commando/Code/Tools/max2w3d/EULER.CPP $*
  26. * *
  27. * $Author:: Greg_h $*
  28. * *
  29. * $Modtime:: 11/13/97 7:16p $*
  30. * *
  31. * $Revision:: 5 $*
  32. * *
  33. *---------------------------------------------------------------------------------------------*
  34. * Functions: *
  35. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
  36. #include "euler.h"
  37. #include <float.h>
  38. /*********************************************************************
  39. There are 24 possible conventions for Euler angles. They can
  40. be designated by:
  41. EulerAxis = Axis used initially
  42. EulerParity = parity of axis permutation (even = x,y,z)
  43. EulerRepeat = is last axis a repeat of the initial axis?
  44. EulerFrame = frame from which axes are taken (rotating or static)
  45. *********************************************************************/
  46. #define EULER_FRAME_STATIC 0x00000000
  47. #define EULER_FRAME_ROTATING 0x00000001
  48. #define EULER_FRAME(order) ((unsigned)(order) & 1)
  49. #define EULER_REPEAT_NO 0x00000000
  50. #define EULER_REPEAT_YES 0x00000001
  51. #define EULER_REPEAT(order) (((unsigned)(order) >> 1) & 1)
  52. #define EULER_PARITY_EVEN 0x00000000
  53. #define EULER_PARITY_ODD 0x00000001
  54. #define EULER_PARITY(order) (((unsigned)(order) >> 2) & 1)
  55. #define EULER_BUILD_ORDER(i,p,r,f) (((((((i) << 1) + (p)) << 1) + (r)) << 1) + (f))
  56. /* static axes */
  57. int EulerOrderXYZs = EULER_BUILD_ORDER(0, EULER_PARITY_EVEN, EULER_REPEAT_NO, EULER_FRAME_STATIC);
  58. int EulerOrderXYXs = EULER_BUILD_ORDER(0, EULER_PARITY_EVEN, EULER_REPEAT_YES, EULER_FRAME_STATIC);
  59. int EulerOrderXZYs = EULER_BUILD_ORDER(0, EULER_PARITY_ODD, EULER_REPEAT_NO, EULER_FRAME_STATIC);
  60. int EulerOrderXZXs = EULER_BUILD_ORDER(0, EULER_PARITY_ODD, EULER_REPEAT_YES, EULER_FRAME_STATIC);
  61. int EulerOrderYZXs = EULER_BUILD_ORDER(1, EULER_PARITY_EVEN, EULER_REPEAT_NO, EULER_FRAME_STATIC);
  62. int EulerOrderYZYs = EULER_BUILD_ORDER(1, EULER_PARITY_EVEN, EULER_REPEAT_YES, EULER_FRAME_STATIC);
  63. int EulerOrderYXZs = EULER_BUILD_ORDER(1, EULER_PARITY_ODD, EULER_REPEAT_NO, EULER_FRAME_STATIC);
  64. int EulerOrderYXYs = EULER_BUILD_ORDER(1, EULER_PARITY_ODD, EULER_REPEAT_YES, EULER_FRAME_STATIC);
  65. int EulerOrderZXYs = EULER_BUILD_ORDER(2, EULER_PARITY_EVEN, EULER_REPEAT_NO, EULER_FRAME_STATIC);
  66. int EulerOrderZXZs = EULER_BUILD_ORDER(2, EULER_PARITY_EVEN, EULER_REPEAT_YES, EULER_FRAME_STATIC);
  67. int EulerOrderZYXs = EULER_BUILD_ORDER(2, EULER_PARITY_ODD, EULER_REPEAT_NO, EULER_FRAME_STATIC);
  68. int EulerOrderZYZs = EULER_BUILD_ORDER(2, EULER_PARITY_ODD, EULER_REPEAT_YES, EULER_FRAME_STATIC);
  69. /* rotating axes */
  70. int EulerOrderZYXr = EULER_BUILD_ORDER(0, EULER_PARITY_EVEN, EULER_REPEAT_NO, EULER_FRAME_ROTATING);
  71. int EulerOrderXYXr = EULER_BUILD_ORDER(0, EULER_PARITY_EVEN, EULER_REPEAT_YES, EULER_FRAME_ROTATING);
  72. int EulerOrderYZXr = EULER_BUILD_ORDER(0, EULER_PARITY_ODD, EULER_REPEAT_NO, EULER_FRAME_ROTATING);
  73. int EulerOrderXZXr = EULER_BUILD_ORDER(0, EULER_PARITY_ODD, EULER_REPEAT_YES, EULER_FRAME_ROTATING);
  74. int EulerOrderXZYr = EULER_BUILD_ORDER(1, EULER_PARITY_EVEN, EULER_REPEAT_NO, EULER_FRAME_ROTATING);
  75. int EulerOrderYZYr = EULER_BUILD_ORDER(1, EULER_PARITY_EVEN, EULER_REPEAT_YES, EULER_FRAME_ROTATING);
  76. int EulerOrderZXYr = EULER_BUILD_ORDER(1, EULER_PARITY_ODD, EULER_REPEAT_NO, EULER_FRAME_ROTATING);
  77. int EulerOrderYXYr = EULER_BUILD_ORDER(1, EULER_PARITY_ODD, EULER_REPEAT_YES, EULER_FRAME_ROTATING);
  78. int EulerOrderYXZr = EULER_BUILD_ORDER(2, EULER_PARITY_EVEN, EULER_REPEAT_NO, EULER_FRAME_ROTATING);
  79. int EulerOrderZXZr = EULER_BUILD_ORDER(2, EULER_PARITY_EVEN, EULER_REPEAT_YES, EULER_FRAME_ROTATING);
  80. int EulerOrderXYZr = EULER_BUILD_ORDER(2, EULER_PARITY_ODD, EULER_REPEAT_NO, EULER_FRAME_ROTATING);
  81. int EulerOrderZYZr = EULER_BUILD_ORDER(2, EULER_PARITY_ODD, EULER_REPEAT_YES, EULER_FRAME_ROTATING);
  82. /* local functions */
  83. static void _euler_unpack_order(int order,int &i,int &j,int &k,int &h,int &n,int &s,int &f);
  84. static int _euler_axis_i(int order);
  85. static int _euler_axis_j(int order);
  86. static int _euler_axis_k(int order);
  87. static int _euler_axis_h(int order);
  88. static void _mat_to_array(const Matrix3 & tm, float M[3][4]);
  89. static void _array_to_mat(float M[3][4], Matrix3 & tm);
  90. EulerAnglesClass::EulerAnglesClass(const Matrix3 & M,int order)
  91. {
  92. this->From_Matrix(M,order);
  93. }
  94. double EulerAnglesClass::Get_Angle(int i)
  95. {
  96. return Angle[i];
  97. }
  98. void EulerAnglesClass::From_Matrix(const Matrix3 & tm, int order)
  99. {
  100. float M[3][4];
  101. _mat_to_array(tm,M);
  102. int i,j,k,h,n,s,f;
  103. Order = order;
  104. _euler_unpack_order(order,i,j,k,h,n,s,f);
  105. if (s == EULER_REPEAT_YES) {
  106. double sy = sqrt(M[i][j]*M[i][j] + M[i][k]*M[i][k]);
  107. if (sy > 16*FLT_EPSILON) {
  108. Angle[0] = atan2(M[i][j],M[i][k]);
  109. Angle[1] = atan2(sy,M[i][i]);
  110. Angle[2] = atan2(M[j][i],-M[k][i]);
  111. } else {
  112. Angle[0] = atan2(-M[j][k],M[j][j]);
  113. Angle[1] = atan2(sy,M[i][i]);
  114. Angle[2] = 0.0;
  115. }
  116. } else {
  117. double cy = sqrt(M[i][i]*M[i][i] + M[j][i]*M[j][i]);
  118. if (cy > 16*FLT_EPSILON) {
  119. Angle[0] = atan2(M[k][j],M[k][k]);
  120. Angle[1] = atan2(-M[k][i],cy);
  121. Angle[2] = atan2(M[j][i],M[i][i]);
  122. } else {
  123. Angle[0] = atan2(-M[j][k],M[j][j]);
  124. Angle[1] = atan2(-M[k][i],cy);
  125. Angle[2] = 0;
  126. }
  127. }
  128. if (n==EULER_PARITY_ODD) { Angle[0] = -Angle[0]; Angle[1] = -Angle[1]; Angle[2] = -Angle[2]; }
  129. if (f==EULER_FRAME_ROTATING) { double t = Angle[0]; Angle[0] = Angle[2]; Angle[2] = t; }
  130. // Trying to "clean" up the eulers, special cased for XYZr
  131. if (order == EulerOrderXYZr) {
  132. double x2 = PI + Angle[0];
  133. double y2 = PI - Angle[1];
  134. double z2 = PI + Angle[2];
  135. if (x2 > PI) {
  136. x2 = x2 - 2*PI;
  137. }
  138. if (y2 > PI) {
  139. y2 = y2 - 2*PI;
  140. }
  141. if (z2 > PI) {
  142. z2 = z2 - 2*PI;
  143. }
  144. double mag0 = Angle[0]*Angle[0] + Angle[1]*Angle[1] + Angle[2]*Angle[2];
  145. double mag1 = x2*x2 + y2*y2 + z2*z2;
  146. if (mag1 < mag0) {
  147. Angle[0] = x2;
  148. Angle[1] = y2;
  149. Angle[2] = z2;
  150. }
  151. }
  152. }
  153. void EulerAnglesClass::To_Matrix(Matrix3 & tm)
  154. {
  155. float M[3][4] = {
  156. { 1.0f, 0.0f, 0.0f, 0.0f },
  157. { 0.0f, 1.0f, 0.0f, 0.0f },
  158. { 0.0f, 0.0f, 1.0f, 0.0f }
  159. };
  160. double a0,a1,a2;
  161. double ti,tj,th,ci,cj,ch,si,sj,sh,cc,cs,sc,ss;
  162. int i,j,k,h,n,s,f;
  163. a0 = Angle[0];
  164. a1 = Angle[1];
  165. a2 = Angle[2];
  166. _euler_unpack_order(Order,i,j,k,h,n,s,f);
  167. if (f == EULER_FRAME_ROTATING) {
  168. double t = a0; a0 = a2; a2 = t;
  169. }
  170. if (n == EULER_PARITY_ODD) {
  171. a0 = -a0; a1 = -a1; a2 = -a2;
  172. }
  173. ti = a0; tj = a1; th = a2;
  174. ci = cos(ti); cj = cos(tj); ch = cos(th);
  175. si = sin(ti); sj = sin(tj); sh = sin(th);
  176. cc = ci*ch;
  177. cs = ci*sh;
  178. sc = si*ch;
  179. ss = si*sh;
  180. if (s == EULER_REPEAT_YES) {
  181. M[i][i] = (float)(cj); M[i][j] = (float)(sj*si); M[i][k] = (float)(sj*ci);
  182. M[j][i] = (float)(sj*sh); M[j][j] = (float)(-cj*ss+cc); M[j][k] = (float)(-cj*cs-sc);
  183. M[k][i] = (float)(-sj*ch); M[k][j] = (float)(cj*sc+cs); M[k][k] = (float)(cj*cc-ss);
  184. } else {
  185. M[i][i] = (float)(cj*ch); M[i][j] = (float)(sj*sc-cs); M[i][k] = (float)(sj*cc+ss);
  186. M[j][i] = (float)(cj*sh); M[j][j] = (float)(sj*ss+cc); M[j][k] = (float)(sj*cs-sc);
  187. M[k][i] = (float)(-sj); M[k][j] = (float)(cj*si); M[k][k] = (float)(cj*ci);
  188. }
  189. _array_to_mat(M,tm);
  190. }
  191. static int _euler_safe[] = { 0,1,2,0 };
  192. static int _euler_next[] = { 1,2,0,1 };
  193. int _euler_axis_i(int order)
  194. {
  195. return _euler_safe[ (order>>3) & 3 ];
  196. }
  197. int _euler_axis_j(int order)
  198. {
  199. int index = _euler_axis_i(order);
  200. if (EULER_PARITY(order) == 1) {
  201. index++;
  202. }
  203. return _euler_next[ index ];
  204. }
  205. int _euler_axis_k(int order)
  206. {
  207. int index = _euler_axis_i(order);
  208. if (EULER_PARITY(order) != 1) {
  209. index++;
  210. }
  211. return _euler_next[ index ];
  212. }
  213. int _euler_axis_h(int order)
  214. {
  215. if (EULER_REPEAT(order) == 1) {
  216. return _euler_axis_k(order);
  217. } else {
  218. return _euler_axis_i(order);
  219. }
  220. }
  221. void _euler_unpack_order(int order,int &i,int &j,int &k,int &h,int &n,int &s,int &f)
  222. {
  223. f = order & 1;
  224. order >>= 1;
  225. s = order & 1;
  226. order >>= 1;
  227. n = order & 1;
  228. order >>= 1;
  229. i = _euler_safe[order & 3];
  230. j = _euler_next[i+n];
  231. k = _euler_next[i+1-n];
  232. h = (s ? k : i);
  233. }
  234. void _mat_to_array(const Matrix3 & tm, float M[3][4])
  235. {
  236. // Translation vector
  237. Point3 trans = tm.GetRow(3);
  238. M[0][3] = trans.x;
  239. M[1][3] = trans.y;
  240. M[2][3] = trans.z;
  241. // Rotation matrix
  242. for (int k=0; k<3; k++) {
  243. Point3 v = tm.GetRow(k);
  244. M[0][k] = v.x;
  245. M[1][k] = v.y;
  246. M[2][k] = v.z;
  247. }
  248. }
  249. void _array_to_mat(float M[3][4], Matrix3 & tm)
  250. {
  251. // translation
  252. Point3 row(M[3][0],M[3][1],M[3][2]);
  253. tm.SetRow(3, row);
  254. // rotation
  255. for (int k=0; k<3; k++) {
  256. row = Point3(M[0][k],M[1][k],M[2][k]);
  257. tm.SetRow(k, row);
  258. }
  259. }