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https://github.com/TorqueGameEngines/Torque3D.git
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AngAxis toEuler
Add Euler set and to functions to AngAxis. Removes the need to use a matrix
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a4e2bfe34e
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@ -34,6 +34,42 @@ AngAxisF & AngAxisF::set( const QuatF & q )
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axis.set(1.0f,0.0f,0.0f);
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return *this;
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}
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AngAxisF& AngAxisF::set(const EulerF& eul)
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{
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F32 c1 = mCos(eul.y / 2);
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F32 s1 = mSin(eul.y / 2);
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F32 c2 = mCos(eul.z / 2);
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F32 s2 = mSin(eul.z / 2);
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F32 c3 = mCos(eul.x / 2);
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F32 s3 = mSin(eul.x / 2);
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F32 c1c2 = c1 * c2;
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F32 s1s2 = s1 * s2;
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F32 w = c1c2 * c3 - s1s2 * s3;
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F32 x = c1c2 * s3 + s1s2 * c3;
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F32 y = s1 * c2 * c3 + c1 * s2 * s3;
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F32 z = c1 * s2 * c3 - s1 * c2 * s3;
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angle = 2.0f * mAcos(w);
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F32 norm = x * x + y * y + z * z;
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if (norm < POINT_EPSILON)
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{
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axis.set(1.0f, 0.0f, 0.0f);
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}
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else
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{
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norm = mSqrt(norm);
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x /= norm;
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y /= norm;
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z /= norm;
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}
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axis.set(x, y, z);
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return *this;
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}
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AngAxisF & AngAxisF::set( const MatrixF & mat )
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{
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@ -93,3 +129,34 @@ void AngAxisF::RotateZ(F32 angle, const Point3F & from, Point3F * to)
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mat.mulV(from,to);
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}
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EulerF AngAxisF::toEuler() const
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{
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EulerF r;
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F32 s = mSin(angle);
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F32 c = mCos(angle);
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F32 invc = 1 - c;
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if ((axis.x * axis.y * invc + axis.z * s) > (1 - POINT_EPSILON))
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{
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r.y = 2.0f * mAtan2(axis.x * mSin(angle / 2), mCos(angle / 2));
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r.z = -M_HALFPI_F;
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r.x = 0.f;
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return r;
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}
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if ((axis.x * axis.y * invc + axis.z * s) < -(1 - POINT_EPSILON))
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{
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r.y = -2.0f * mAtan2(axis.x * mSin(angle / 2), mCos(angle / 2));
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r.z = -M_HALFPI_F;
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r.x = 0.f;
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return r;
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}
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r.x = mAtan2(axis.x * s - axis.y * axis.z * invc, 1.0f - (axis.x * axis.x + axis.z * axis.z) * invc);
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r.y = mAtan2(axis.y * s - axis.x * axis.z * invc, 1.0f - (axis.y * axis.y + axis.z * axis.z) * invc);
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r.z = mAsin(axis.x * axis.y * invc + axis.z * s);
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return r;
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}
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@ -45,6 +45,7 @@ class AngAxisF
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explicit AngAxisF( const QuatF &q );
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AngAxisF& set( const Point3F & _axis, F32 _angle );
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AngAxisF& set( const EulerF & _axis);
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AngAxisF& set( const MatrixF & m );
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AngAxisF& set( const QuatF & q );
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@ -60,6 +61,7 @@ class AngAxisF
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static void RotateX(F32 angle, const Point3F & from, Point3F * to);
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static void RotateY(F32 angle, const Point3F & from, Point3F * to);
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static void RotateZ(F32 angle, const Point3F & from, Point3F * to);
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EulerF toEuler() const;
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};
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//----------------------------------------------------------------------------
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@ -54,16 +54,14 @@
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inline AngAxisF mEulDegToAng(EulerF euler)
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{
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MatrixF tempMat = MatrixF(euler * M_PI_F / 180.0f, Point3F::Zero);
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AngAxisF angAx = AngAxisF(tempMat);
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AngAxisF angAx;
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angAx.set(euler * M_PI_F / 180.0f);
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return angAx;
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}
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inline EulerF mAngToEul(AngAxisF angAx)
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{
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MatrixF tempMat;
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angAx.setMatrix(&tempMat);
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EulerF euler = tempMat.toEuler();
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EulerF euler = angAx.toEuler();
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euler *= 180.0f / M_PI_F;
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return euler;
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}
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