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Add a cogl_matrix_init_from_euler function
This creates a matrix to represent the given euler rotation. This should be more efficient than creating the matrix by doing three separate rotations because no separate intermediate matrices are created and no matrix multiplication is needed. Reviewed-by: Robert Bragg <robert@linux.intel.com> (cherry picked from commit e66d9965897999a4889063f6df9a20ea6abf97fe)
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@ -1751,6 +1751,84 @@ cogl_matrix_init_from_quaternion (CoglMatrix *matrix,
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_cogl_matrix_init_from_quaternion (matrix, quaternion);
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_cogl_matrix_init_from_quaternion (matrix, quaternion);
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}
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}
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void
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cogl_matrix_init_from_euler (CoglMatrix *matrix,
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const CoglEuler *euler)
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{
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/* Convert angles to radians */
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float heading_rad = euler->heading / 180.0f * G_PI;
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float pitch_rad = euler->pitch / 180.0f * G_PI;
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float roll_rad = euler->roll / 180.0f * G_PI;
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/* Pre-calculate the sin and cos */
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float sin_heading = sinf (heading_rad);
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float cos_heading = cosf (heading_rad);
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float sin_pitch = sinf (pitch_rad);
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float cos_pitch = cosf (pitch_rad);
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float sin_roll = sinf (roll_rad);
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float cos_roll = cosf (roll_rad);
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/* These calculations are based on the following website but they
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* use a different order for the rotations so it has been modified
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* slightly.
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* http://www.euclideanspace.com/maths/geometry/
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* rotations/conversions/eulerToMatrix/index.htm
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*/
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/* Heading rotation x=0, y=1, z=0 gives:
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*
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* [ ch 0 sh 0 ]
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* [ 0 1 0 0 ]
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* [ -sh 0 ch 0 ]
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* [ 0 0 0 1 ]
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*
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* Pitch rotation x=1, y=0, z=0 gives:
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* [ 1 0 0 0 ]
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* [ 0 cp -sp 0 ]
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* [ 0 sp cp 0 ]
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* [ 0 0 0 1 ]
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*
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* Roll rotation x=0, y=0, z=1 gives:
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* [ cr -sr 0 0 ]
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* [ sr cr 0 0 ]
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* [ 0 0 1 0 ]
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* [ 0 0 0 1 ]
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*
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* Heading matrix * pitch matrix =
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* [ ch sh*sp cp*sh 0 ]
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* [ 0 cp -sp 0 ]
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* [ -sh ch*sp ch*cp 0 ]
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* [ 0 0 0 1 ]
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*
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* That matrix * roll matrix =
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* [ ch*cr + sh*sp*sr sh*sp*cr - ch*sr sh*cp 0 ]
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* [ cp*sr cp*cr -sp 0 ]
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* [ ch*sp*sr - sh*cr sh*sr + ch*sp*cr ch*cp 0 ]
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* [ 0 0 0 1 ]
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*/
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matrix->xx = cos_heading * cos_roll + sin_heading * sin_pitch * sin_roll;
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matrix->yx = cos_pitch * sin_roll;
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matrix->zx = cos_heading * sin_pitch * sin_roll - sin_heading * cos_roll;
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matrix->wx = 0.0f;
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matrix->xy = sin_heading * sin_pitch * cos_roll - cos_heading * sin_roll;
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matrix->yy = cos_pitch * cos_roll;
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matrix->zy = sin_heading * sin_roll + cos_heading * sin_pitch * cos_roll;
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matrix->wy = 0.0f;
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matrix->xz = sin_heading * cos_pitch;
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matrix->yz = -sin_pitch;
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matrix->zz = cos_heading * cos_pitch;
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matrix->wz = 0;
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matrix->xw = 0;
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matrix->yw = 0;
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matrix->zw = 0;
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matrix->ww = 1;
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matrix->flags = (MAT_FLAG_GENERAL | MAT_DIRTY_ALL);
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}
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/*
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/*
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* Transpose a float matrix.
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* Transpose a float matrix.
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*/
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*/
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@ -491,6 +491,17 @@ cogl_matrix_get_array (const CoglMatrix *matrix);
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void
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void
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cogl_matrix_init_from_quaternion (CoglMatrix *matrix,
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cogl_matrix_init_from_quaternion (CoglMatrix *matrix,
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const CoglQuaternion *quaternion);
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const CoglQuaternion *quaternion);
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/**
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* cogl_matrix_init_from_euler:
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* @matrix: A 4x4 transformation matrix
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* @euler: A #CoglEuler
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*
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* Initializes @matrix from a #CoglEuler rotation.
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*/
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void
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cogl_matrix_init_from_euler (CoglMatrix *matrix,
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const CoglEuler *euler);
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#endif
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#endif
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/**
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/**
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@ -546,6 +546,8 @@ CoglMatrix
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cogl_matrix_init_identity
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cogl_matrix_init_identity
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cogl_matrix_init_from_array
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cogl_matrix_init_from_array
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cogl_matrix_init_translation
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cogl_matrix_init_translation
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cogl_matrix_init_from_quaternion
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cogl_matrix_init_from_euler
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cogl_matrix_copy
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cogl_matrix_copy
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cogl_matrix_equal
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cogl_matrix_equal
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cogl_matrix_free
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cogl_matrix_free
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