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CnC_Renegade/Code/Tools/pluglib/EULER.H

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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/Tools/max2w3d/EULER.H 3 10/28/97 6:08p Greg_h $ */
/***********************************************************************************************
*** Confidential - Westwood Studios ***
***********************************************************************************************
* *
* Project Name : Commando / G 3D Engine *
* *
* $Archive:: /Commando/Code/Tools/max2w3d/EULER.H $*
* *
* $Author:: Greg_h $*
* *
* $Modtime:: 10/14/97 3:08p $*
* *
* $Revision:: 3 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef EULER_H
#define EULER_H
#include <Max.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 the 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.
This implementation is based on the code 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 Matrix3 & from,int order);
void From_Matrix(const Matrix3 & from,int order);
void To_Matrix(Matrix3 & M);
double Get_Angle(int i);
private:
double Angle[3];
int Order;
};
#endif /*EULER_H*/