/* ** 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 . */ /* $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*/