/* * Cogl * * A Low Level GPU Graphics and Utilities API * * Copyright (C) 2010 Intel Corporation. * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation * files (the "Software"), to deal in the Software without * restriction, including without limitation the rights to use, copy, * modify, merge, publish, distribute, sublicense, and/or sell copies * of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS * BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN * ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. * * Authors: * Robert Bragg */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include #include #include #include #include void cogl_euler_init (CoglEuler *euler, float heading, float pitch, float roll) { euler->heading = heading; euler->pitch = pitch; euler->roll = roll; } void cogl_euler_init_from_matrix (CoglEuler *euler, const CoglMatrix *matrix) { /* * Extracting a canonical Euler angle from a matrix: * (where it is assumed the matrix contains no scaling, mirroring or * skewing) * * A Euler angle is a combination of three rotations around mutually * perpendicular axis. For this algorithm they are: * * Heading: A rotation about the Y axis by an angle H: * | cosH 0 sinH| * | 0 1 0| * |-sinH 0 cosH| * * Pitch: A rotation around the X axis by an angle P: * |1 0 0| * |0 cosP -sinP| * |0 sinP cosP| * * Roll: A rotation about the Z axis by an angle R: * |cosR -sinR 0| * |sinR cosR 0| * | 0 0 1| * * When multiplied as matrices this gives: * | cosHcosR+sinHsinPsinR sinRcosP -sinHcosR+cosHsinPsinR| * M = |-cosHsinR+sinHsinPcosR cosRcosP sinRsinH+cosHsinPcosB| * | sinHcosP -sinP cosHcosP | * * Given that there are an infinite number of ways to represent * a given orientation, the "canonical" Euler angle is any such that: * -180 < H < 180, * -180 < R < 180 and * -90 < P < 90 * * M[3][2] = -sinP lets us immediately solve for P = asin(-M[3][2]) * (Note: asin has a range of +-90) * This gives cosP * This means we can use M[3][1] to calculate sinH: * sinH = M[3][1]/cosP * And use M[3][3] to calculate cosH: * cosH = M[3][3]/cosP * This lets us calculate H = atan2(sinH,cosH), but we optimise this: * 1st note: atan2(x, y) does: atan(x/y) and uses the sign of x and y to * determine the quadrant of the final angle. * 2nd note: we know cosP is > 0 (ignoring cosP == 0) * Therefore H = atan2((M[3][1]/cosP) / (M[3][3]/cosP)) can be simplified * by skipping the division by cosP since it won't change the x/y ratio * nor will it change their sign. This gives: * H = atan2(M[3][1], M[3][3]) * R is computed in the same way as H from M[1][2] and M[2][2] so: * R = atan2(M[1][2], M[2][2]) * Note: If cosP were == 0 then H and R could not be calculated as above * because all the necessary matrix values would == 0. In other words we are * pitched vertically and so H and R would now effectively rotate around the * same axis - known as "Gimbal lock". In this situation we will set all the * rotation on H and set R = 0. * So with P = R = 0 we have cosP = 0, sinR = 0 and cosR = 1 * We can substitute those into the above equation for M giving: * | cosH 0 -sinH| * |sinHsinP 0 cosHsinP| * | 0 -sinP 0| * And calculate H as atan2 (-M[3][2], M[1][1]) */ float sinP; float H; /* heading */ float P; /* pitch */ float R; /* roll */ /* NB: CoglMatrix provides struct members named according to the * [row][column] indexed. So matrix->zx is row 3 column 1. */ sinP = -matrix->zy; /* Determine the Pitch, avoiding domain errors with asin () which * might occur due to previous imprecision in manipulating the * matrix. */ if (sinP <= -1.0f) P = -G_PI_2; else if (sinP >= 1.0f) P = G_PI_2; else P = asinf (sinP); /* If P is too close to 0 then we have hit Gimbal lock */ if (sinP > 0.999f) { H = atan2f (-matrix->zy, matrix->xx); R = 0; } else { H = atan2f (matrix->zx, matrix->zz); R = atan2f (matrix->xy, matrix->yy); } euler->heading = H; euler->pitch = P; euler->roll = R; } CoglBool cogl_euler_equal (const void *v1, const void *v2) { const CoglEuler *a = v1; const CoglEuler *b = v2; _COGL_RETURN_VAL_IF_FAIL (v1 != NULL, FALSE); _COGL_RETURN_VAL_IF_FAIL (v2 != NULL, FALSE); if (v1 == v2) return TRUE; return (a->heading == b->heading && a->pitch == b->pitch && a->roll == b->roll); } CoglEuler * cogl_euler_copy (const CoglEuler *src) { if (G_LIKELY (src)) { CoglEuler *new = g_slice_new (CoglEuler); memcpy (new, src, sizeof (float) * 3); return new; } else return NULL; } void cogl_euler_free (CoglEuler *euler) { g_slice_free (CoglEuler, euler); }