Add functions eulerAngleXYZ and extractEulerAngleXYZ

This commit is contained in:
Jonathan Zrake 2015-02-15 14:29:49 -05:00
parent 6af33a31fd
commit d3313421c6
2 changed files with 72 additions and 2 deletions

View File

@ -114,6 +114,14 @@ namespace glm
T const & angleZ, T const & angleZ,
T const & angleY); T const & angleY);
/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Y * Z).
/// @see gtx_euler_angles
template <typename T>
GLM_FUNC_DECL tmat4x4<T, defaultp> eulerAngleXYZ(
T const & t1,
T const & t2,
T const & t3);
/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z). /// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z).
/// @see gtx_euler_angles /// @see gtx_euler_angles
template <typename T> template <typename T>
@ -150,6 +158,14 @@ namespace glm
template <typename T, precision P> template <typename T, precision P>
GLM_FUNC_DECL tmat4x4<T, P> orientate4(tvec3<T, P> const & angles); GLM_FUNC_DECL tmat4x4<T, P> orientate4(tvec3<T, P> const & angles);
/// Extracts the (X * Y * Z) Euler angles from the rotation matrix M
/// @see gtx_euler_angles
template <typename T>
GLM_FUNC_DECL void extractEulerAngleXYZ(tmat4x4<T, defaultp> & M,
T & t1,
T & t2,
T & t3);
/// @} /// @}
}//namespace glm }//namespace glm

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@ -30,6 +30,8 @@
/// @author Christophe Riccio /// @author Christophe Riccio
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#include "compatibility.hpp" // glm::atan2
namespace glm namespace glm
{ {
template <typename T> template <typename T>
@ -158,6 +160,41 @@ namespace glm
return eulerAngleZ(angleZ) * eulerAngleY(angleY); return eulerAngleZ(angleZ) * eulerAngleY(angleY);
} }
template <typename T>
GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> eulerAngleXYZ
(
T const & t1,
T const & t2,
T const & t3
)
{
T c1 = glm::cos(-t1);
T c2 = glm::cos(-t2);
T c3 = glm::cos(-t3);
T s1 = glm::sin(-t1);
T s2 = glm::sin(-t2);
T s3 = glm::sin(-t3);
tmat4x4<T, defaultp> Result;
Result[0][0] = c2 * c3;
Result[0][1] =-c1 * s3 + s1 * s2 * c3;
Result[0][2] = s1 * s3 + c1 * s2 * c3;
Result[0][3] = static_cast<T>(0);
Result[1][0] = c2 * s3;
Result[1][1] = c1 * c3 + s1 * s2 * s3;
Result[1][2] =-s1 * c3 + c1 * s2 * s3;
Result[1][3] = static_cast<T>(0);
Result[2][0] =-s2;
Result[2][1] = s1 * c2;
Result[2][2] = c1 * c2;
Result[2][3] = static_cast<T>(0);
Result[3][0] = static_cast<T>(0);
Result[3][1] = static_cast<T>(0);
Result[3][2] = static_cast<T>(0);
Result[3][3] = static_cast<T>(1);
return Result;
}
template <typename T> template <typename T>
GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> eulerAngleYXZ GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> eulerAngleYXZ
( (
@ -284,4 +321,21 @@ namespace glm
{ {
return yawPitchRoll(angles.z, angles.x, angles.y); return yawPitchRoll(angles.z, angles.x, angles.y);
} }
template <typename T>
GLM_FUNC_DECL void extractEulerAngleXYZ(tmat4x4<T, defaultp> & M,
T & t1,
T & t2,
T & t3)
{
float T1 = glm::atan2<T, defaultp>(M[2][1], M[2][2]);
float C2 = glm::sqrt(M[0][0]*M[0][0] + M[1][0]*M[1][0]);
float T2 = glm::atan2<T, defaultp>(-M[2][0], C2);
float S1 = glm::sin(T1);
float C1 = glm::cos(T1);
float T3 = glm::atan2<T, defaultp>(S1*M[0][2] - C1*M[0][1], C1*M[1][1] - S1*M[1][2 ]);
t1 = -T1;
t2 = -T2;
t3 = -T3;
}
}//namespace glm }//namespace glm