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- /*
- ** Command & Conquer Renegade(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program is free software: you can redistribute it and/or modify
- ** it under the terms of the GNU General Public License as published by
- ** the Free Software Foundation, either version 3 of the License, or
- ** (at your option) any later version.
- **
- ** This program is distributed in the hope that it will be useful,
- ** but WITHOUT ANY WARRANTY; without even the implied warranty of
- ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- ** GNU General Public License for more details.
- **
- ** You should have received a copy of the GNU General Public License
- ** along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- /* $Header: /Commando/Code/wwmath/euler.h 5 5/05/01 5:48p Jani_p $ */
- /***********************************************************************************************
- *** Confidential - Westwood Studios ***
- ***********************************************************************************************
- * *
- * Project Name : Commando / G Math Library *
- * *
- * $Archive:: /Commando/Code/wwmath/euler.h $*
- * *
- * Author:: Greg_h *
- * *
- * $Modtime:: 5/04/01 8:37p $*
- * *
- * $Revision:: 5 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #if defined(_MSC_VER)
- #pragma once
- #endif
- #ifndef EULER_H
- #define EULER_H
- #include "always.h"
- #include "matrix3d.h"
- #include "quat.h"
- /*********************************************************************
- Euler Order Types
- When creating an EulerAngles object, use one of the below
- constants to describe the axis convention.
- XYZ - order of the axes
- s/r - whether the rotations are applied to a static or
- rotating frame.
- *********************************************************************/
- /* static axes */
- extern int EulerOrderXYZs;
- extern int EulerOrderXYXs;
- extern int EulerOrderXZYs;
- extern int EulerOrderXZXs;
- extern int EulerOrderYZXs;
- extern int EulerOrderYZYs;
- extern int EulerOrderYXZs;
- extern int EulerOrderYXYs;
- extern int EulerOrderZXYs;
- extern int EulerOrderZXZs;
- extern int EulerOrderZYXs;
- extern int EulerOrderZYZs;
- /* rotating axes */
- extern int EulerOrderXYZr;
- extern int EulerOrderXYXr;
- extern int EulerOrderXZYr;
- extern int EulerOrderXZXr;
- extern int EulerOrderYZXr;
- extern int EulerOrderYZYr;
- extern int EulerOrderYXZr;
- extern int EulerOrderYXYr;
- extern int EulerOrderZXYr;
- extern int EulerOrderZXZr;
- extern int EulerOrderZYXr;
- extern int EulerOrderZYZr;
- /*********************************************************************
-
- EulerAnglesClass
- The purpose for this class is mainly for conversion. You can
- choose a convention for the order of your rotations and then
- convert matrices into a set of euler angles. You don't really
- want to use this at run-time to convert matrices into angles.
- The guts of this implementation is based on the article in Graphics
- Gems IV by Ken Shoemake. The original article is on page 222.
-
- *********************************************************************/
- class EulerAnglesClass
- {
- public:
- EulerAnglesClass(void) : Order(0) { Angle[0] = 0.0; Angle[1] = 0.0; Angle[2] = 0.0; };
- EulerAnglesClass(const Matrix3D & from,int order);
- void From_Matrix(const Matrix3D & from,int order);
- void To_Matrix(Matrix3D & M);
- double Get_Angle(int i);
- private:
- double Angle[3];
- int Order;
- };
- #endif /*EULER_H*/
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