Files
Odin/core/math/linalg/specific_euler_angles.odin
T
2020-09-10 17:32:18 +01:00

816 lines
21 KiB
Odin

package linalg
import "core:math"
Euler_Angle_Order :: enum {
// Tait-Bryan
XYZ,
XZY,
YXZ,
YZX,
ZXY,
ZYX,
// Proper Euler
XYX,
XZX,
YXY,
YZY,
ZXZ,
ZYZ,
}
euler_angles_from_matrix4 :: proc(m: Matrix4, order: Euler_Angle_Order) -> (t1, t2, t3: Float) {
switch order {
case .XYZ: t1, t2, t3 = euler_angles_xyz_from_matrix4(m);
case .XZY: t1, t2, t3 = euler_angles_xzy_from_matrix4(m);
case .YXZ: t1, t2, t3 = euler_angles_yxz_from_matrix4(m);
case .YZX: t1, t2, t3 = euler_angles_yzx_from_matrix4(m);
case .ZXY: t1, t2, t3 = euler_angles_zxy_from_matrix4(m);
case .ZYX: t1, t2, t3 = euler_angles_zyx_from_matrix4(m);
case .XYX: t1, t2, t3 = euler_angles_xyx_from_matrix4(m);
case .XZX: t1, t2, t3 = euler_angles_xzx_from_matrix4(m);
case .YXY: t1, t2, t3 = euler_angles_yxy_from_matrix4(m);
case .YZY: t1, t2, t3 = euler_angles_yzy_from_matrix4(m);
case .ZXZ: t1, t2, t3 = euler_angles_zxz_from_matrix4(m);
case .ZYZ: t1, t2, t3 = euler_angles_zyz_from_matrix4(m);
}
return;
}
euler_angles_from_quaternion :: proc(m: Quaternion, order: Euler_Angle_Order) -> (t1, t2, t3: Float) {
switch order {
case .XYZ: t1, t2, t3 = euler_angles_xyz_from_quaternion(m);
case .XZY: t1, t2, t3 = euler_angles_xzy_from_quaternion(m);
case .YXZ: t1, t2, t3 = euler_angles_yxz_from_quaternion(m);
case .YZX: t1, t2, t3 = euler_angles_yzx_from_quaternion(m);
case .ZXY: t1, t2, t3 = euler_angles_zxy_from_quaternion(m);
case .ZYX: t1, t2, t3 = euler_angles_zyx_from_quaternion(m);
case .XYX: t1, t2, t3 = euler_angles_xyx_from_quaternion(m);
case .XZX: t1, t2, t3 = euler_angles_xzx_from_quaternion(m);
case .YXY: t1, t2, t3 = euler_angles_yxy_from_quaternion(m);
case .YZY: t1, t2, t3 = euler_angles_yzy_from_quaternion(m);
case .ZXZ: t1, t2, t3 = euler_angles_zxz_from_quaternion(m);
case .ZYZ: t1, t2, t3 = euler_angles_zyz_from_quaternion(m);
}
return;
}
matrix4_from_euler_angles :: proc(t1, t2, t3: Float, order: Euler_Angle_Order) -> (m: Matrix4) {
switch order {
case .XYZ: return matrix4_from_euler_angles_xyz(t1, t2, t3); // m1, m2, m3 = X(t1), Y(t2), Z(t3);
case .XZY: return matrix4_from_euler_angles_xzy(t1, t2, t3); // m1, m2, m3 = X(t1), Z(t2), Y(t3);
case .YXZ: return matrix4_from_euler_angles_yxz(t1, t2, t3); // m1, m2, m3 = Y(t1), X(t2), Z(t3);
case .YZX: return matrix4_from_euler_angles_yzx(t1, t2, t3); // m1, m2, m3 = Y(t1), Z(t2), X(t3);
case .ZXY: return matrix4_from_euler_angles_zxy(t1, t2, t3); // m1, m2, m3 = Z(t1), X(t2), Y(t3);
case .ZYX: return matrix4_from_euler_angles_zyx(t1, t2, t3); // m1, m2, m3 = Z(t1), Y(t2), X(t3);
case .XYX: return matrix4_from_euler_angles_xyx(t1, t2, t3); // m1, m2, m3 = X(t1), Y(t2), X(t3);
case .XZX: return matrix4_from_euler_angles_xzx(t1, t2, t3); // m1, m2, m3 = X(t1), Z(t2), X(t3);
case .YXY: return matrix4_from_euler_angles_yxy(t1, t2, t3); // m1, m2, m3 = Y(t1), X(t2), Y(t3);
case .YZY: return matrix4_from_euler_angles_yzy(t1, t2, t3); // m1, m2, m3 = Y(t1), Z(t2), Y(t3);
case .ZXZ: return matrix4_from_euler_angles_zxz(t1, t2, t3); // m1, m2, m3 = Z(t1), X(t2), Z(t3);
case .ZYZ: return matrix4_from_euler_angles_zyz(t1, t2, t3); // m1, m2, m3 = Z(t1), Y(t2), Z(t3);
}
return;
}
quaternion_from_euler_angles :: proc(t1, t2, t3: Float, order: Euler_Angle_Order) -> Quaternion {
X :: quaternion_from_euler_angle_x;
Y :: quaternion_from_euler_angle_y;
Z :: quaternion_from_euler_angle_z;
q1, q2, q3: Quaternion;
switch order {
case .XYZ: q1, q2, q3 = X(t1), Y(t2), Z(t3);
case .XZY: q1, q2, q3 = X(t1), Z(t2), Y(t3);
case .YXZ: q1, q2, q3 = Y(t1), X(t2), Z(t3);
case .YZX: q1, q2, q3 = Y(t1), Z(t2), X(t3);
case .ZXY: q1, q2, q3 = Z(t1), X(t2), Y(t3);
case .ZYX: q1, q2, q3 = Z(t1), Y(t2), X(t3);
case .XYX: q1, q2, q3 = X(t1), Y(t2), X(t3);
case .XZX: q1, q2, q3 = X(t1), Z(t2), X(t3);
case .YXY: q1, q2, q3 = Y(t1), X(t2), Y(t3);
case .YZY: q1, q2, q3 = Y(t1), Z(t2), Y(t3);
case .ZXZ: q1, q2, q3 = Z(t1), X(t2), Z(t3);
case .ZYZ: q1, q2, q3 = Z(t1), Y(t2), Z(t3);
}
return q1 * (q2 * q3);
}
// Quaternions
quaternion_from_euler_angle_x :: proc(angle_x: Float) -> (q: Quaternion) {
return quaternion_angle_axis(angle_x, Vector3{1, 0, 0});
}
quaternion_from_euler_angle_y :: proc(angle_y: Float) -> (q: Quaternion) {
return quaternion_angle_axis(angle_y, Vector3{0, 1, 0});
}
quaternion_from_euler_angle_z :: proc(angle_z: Float) -> (q: Quaternion) {
return quaternion_angle_axis(angle_z, Vector3{0, 0, 1});
}
quaternion_from_pitch_yaw_roll :: proc(pitch, yaw, roll: Float) -> Quaternion {
a, b, c := pitch, yaw, roll;
ca, sa := math.cos(a*0.5), math.sin(a*0.5);
cb, sb := math.cos(b*0.5), math.sin(b*0.5);
cc, sc := math.cos(c*0.5), math.sin(c*0.5);
q: Quaternion;
q.x = sa*cb*cc - ca*sb*sc;
q.y = ca*sb*cc + sa*cb*sc;
q.z = ca*cb*sc - sa*sb*cc;
q.w = ca*cb*cc + sa*sb*sc;
return q;
}
roll_from_quaternion :: proc(q: Quaternion) -> Float {
return math.atan2(2 * q.x*q.y + q.w*q.z, q.w*q.w + q.x*q.x - q.y*q.y - q.z*q.z);
}
pitch_from_quaternion :: proc(q: Quaternion) -> Float {
y := 2 * (q.y*q.z + q.w*q.w);
x := q.w*q.w - q.x*q.x - q.y*q.y + q.z*q.z;
if abs(x) <= FLOAT_EPSILON && abs(y) <= FLOAT_EPSILON {
return 2 * math.atan2(q.x, q.w);
}
return math.atan2(y, x);
}
yaw_from_quaternion :: proc(q: Quaternion) -> Float {
return math.asin(clamp(-2 * (q.x*q.z - q.w*q.y), -1, 1));
}
pitch_yaw_roll_from_quaternion :: proc(q: Quaternion) -> (pitch, yaw, roll: Float) {
pitch = pitch_from_quaternion(q);
yaw = yaw_from_quaternion(q);
roll = roll_from_quaternion(q);
return;
}
euler_angles_xyz_from_quaternion :: proc(q: Quaternion) -> (t1, t2, t3: Float) {
return euler_angles_xyz_from_matrix4(matrix4_from_quaternion(q));
}
euler_angles_yxz_from_quaternion :: proc(q: Quaternion) -> (t1, t2, t3: Float) {
return euler_angles_yxz_from_matrix4(matrix4_from_quaternion(q));
}
euler_angles_xzx_from_quaternion :: proc(q: Quaternion) -> (t1, t2, t3: Float) {
return euler_angles_xzx_from_matrix4(matrix4_from_quaternion(q));
}
euler_angles_xyx_from_quaternion :: proc(q: Quaternion) -> (t1, t2, t3: Float) {
return euler_angles_xyx_from_matrix4(matrix4_from_quaternion(q));
}
euler_angles_yxy_from_quaternion :: proc(q: Quaternion) -> (t1, t2, t3: Float) {
return euler_angles_yxy_from_matrix4(matrix4_from_quaternion(q));
}
euler_angles_yzy_from_quaternion :: proc(q: Quaternion) -> (t1, t2, t3: Float) {
return euler_angles_yzy_from_matrix4(matrix4_from_quaternion(q));
}
euler_angles_zyz_from_quaternion :: proc(q: Quaternion) -> (t1, t2, t3: Float) {
return euler_angles_zyz_from_matrix4(matrix4_from_quaternion(q));
}
euler_angles_zxz_from_quaternion :: proc(q: Quaternion) -> (t1, t2, t3: Float) {
return euler_angles_zxz_from_matrix4(matrix4_from_quaternion(q));
}
euler_angles_xzy_from_quaternion :: proc(q: Quaternion) -> (t1, t2, t3: Float) {
return euler_angles_xzy_from_matrix4(matrix4_from_quaternion(q));
}
euler_angles_yzx_from_quaternion :: proc(q: Quaternion) -> (t1, t2, t3: Float) {
return euler_angles_yzx_from_matrix4(matrix4_from_quaternion(q));
}
euler_angles_zyx_from_quaternion :: proc(q: Quaternion) -> (t1, t2, t3: Float) {
return euler_angles_zyx_from_matrix4(matrix4_from_quaternion(q));
}
euler_angles_zxy_from_quaternion :: proc(q: Quaternion) -> (t1, t2, t3: Float) {
return euler_angles_zxy_from_matrix4(matrix4_from_quaternion(q));
}
// Matrices
matrix4_from_euler_angle_x :: proc(angle_x: Float) -> (m: Matrix4) {
cos_x, sin_x := math.cos(angle_x), math.sin(angle_x);
m[0][0] = 1;
m[1][1] = +cos_x;
m[2][1] = +sin_x;
m[1][2] = -sin_x;
m[2][2] = +cos_x;
m[3][3] = 1;
return;
}
matrix4_from_euler_angle_y :: proc(angle_y: Float) -> (m: Matrix4) {
cos_y, sin_y := math.cos(angle_y), math.sin(angle_y);
m[0][0] = +cos_y;
m[2][0] = -sin_y;
m[1][1] = 1;
m[0][2] = +sin_y;
m[2][2] = +cos_y;
m[3][3] = 1;
return;
}
matrix4_from_euler_angle_z :: proc(angle_z: Float) -> (m: Matrix4) {
cos_z, sin_z := math.cos(angle_z), math.sin(angle_z);
m[0][0] = +cos_z;
m[1][0] = +sin_z;
m[1][1] = +cos_z;
m[0][1] = -sin_z;
m[2][2] = 1;
m[3][3] = 1;
return;
}
matrix4_from_derived_euler_angle_x :: proc(angle_x: Float, angular_velocity_x: Float) -> (m: Matrix4) {
cos_x := math.cos(angle_x) * angular_velocity_x;
sin_x := math.sin(angle_x) * angular_velocity_x;
m[0][0] = 1;
m[1][1] = +cos_x;
m[2][1] = +sin_x;
m[1][2] = -sin_x;
m[2][2] = +cos_x;
m[3][3] = 1;
return;
}
matrix4_from_derived_euler_angle_y :: proc(angle_y: Float, angular_velocity_y: Float) -> (m: Matrix4) {
cos_y := math.cos(angle_y) * angular_velocity_y;
sin_y := math.sin(angle_y) * angular_velocity_y;
m[0][0] = +cos_y;
m[2][0] = -sin_y;
m[1][1] = 1;
m[0][2] = +sin_y;
m[2][2] = +cos_y;
m[3][3] = 1;
return;
}
matrix4_from_derived_euler_angle_z :: proc(angle_z: Float, angular_velocity_z: Float) -> (m: Matrix4) {
cos_z := math.cos(angle_z) * angular_velocity_z;
sin_z := math.sin(angle_z) * angular_velocity_z;
m[0][0] = +cos_z;
m[1][0] = +sin_z;
m[1][1] = +cos_z;
m[0][1] = -sin_z;
m[2][2] = 1;
m[3][3] = 1;
return;
}
matrix4_from_euler_angles_xy :: proc(angle_x, angle_y: Float) -> (m: Matrix4) {
cos_x, sin_x := math.cos(angle_x), math.sin(angle_x);
cos_y, sin_y := math.cos(angle_y), math.sin(angle_y);
m[0][0] = cos_y;
m[1][0] = -sin_x * - sin_y;
m[2][0] = -cos_x * - sin_y;
m[1][1] = cos_x;
m[2][1] = sin_x;
m[0][2] = sin_y;
m[1][2] = -sin_x * cos_y;
m[2][2] = cos_x * cos_y;
m[3][3] = 1;
return;
}
matrix4_from_euler_angles_yx :: proc(angle_y, angle_x: Float) -> (m: Matrix4) {
cos_x, sin_x := math.cos(angle_x), math.sin(angle_x);
cos_y, sin_y := math.cos(angle_y), math.sin(angle_y);
m[0][0] = cos_y;
m[2][0] = -sin_y;
m[0][1] = sin_y*sin_x;
m[1][1] = cos_x;
m[2][1] = cos_y*sin_x;
m[0][2] = sin_y*cos_x;
m[1][2] = -sin_x;
m[2][2] = cos_y*cos_x;
m[3][3] = 1;
return;
}
matrix4_from_euler_angles_xz :: proc(angle_x, angle_z: Float) -> (m: Matrix4) {
return mul(matrix4_from_euler_angle_x(angle_x), matrix4_from_euler_angle_z(angle_z));
}
matrix4_from_euler_angles_zx :: proc(angle_z, angle_x: Float) -> (m: Matrix4) {
return mul(matrix4_from_euler_angle_z(angle_z), matrix4_from_euler_angle_x(angle_x));
}
matrix4_from_euler_angles_yz :: proc(angle_y, angle_z: Float) -> (m: Matrix4) {
return mul(matrix4_from_euler_angle_y(angle_y), matrix4_from_euler_angle_z(angle_z));
}
matrix4_from_euler_angles_zy :: proc(angle_z, angle_y: Float) -> (m: Matrix4) {
return mul(matrix4_from_euler_angle_z(angle_z), matrix4_from_euler_angle_y(angle_y));
}
matrix4_from_euler_angles_xyz :: proc(t1, t2, t3: Float) -> (m: Matrix4) {
c1 := math.cos(-t1);
c2 := math.cos(-t2);
c3 := math.cos(-t3);
s1 := math.sin(-t1);
s2 := math.sin(-t2);
s3 := math.sin(-t3);
m[0][0] = c2 * c3;
m[0][1] =-c1 * s3 + s1 * s2 * c3;
m[0][2] = s1 * s3 + c1 * s2 * c3;
m[0][3] = 0;
m[1][0] = c2 * s3;
m[1][1] = c1 * c3 + s1 * s2 * s3;
m[1][2] =-s1 * c3 + c1 * s2 * s3;
m[1][3] = 0;
m[2][0] =-s2;
m[2][1] = s1 * c2;
m[2][2] = c1 * c2;
m[2][3] = 0;
m[3][0] = 0;
m[3][1] = 0;
m[3][2] = 0;
m[3][3] = 1;
return;
}
matrix4_from_euler_angles_yxz :: proc(yaw, pitch, roll: Float) -> (m: Matrix4) {
ch := math.cos(yaw);
sh := math.sin(yaw);
cp := math.cos(pitch);
sp := math.sin(pitch);
cb := math.cos(roll);
sb := math.sin(roll);
m[0][0] = ch * cb + sh * sp * sb;
m[0][1] = sb * cp;
m[0][2] = -sh * cb + ch * sp * sb;
m[0][3] = 0;
m[1][0] = -ch * sb + sh * sp * cb;
m[1][1] = cb * cp;
m[1][2] = sb * sh + ch * sp * cb;
m[1][3] = 0;
m[2][0] = sh * cp;
m[2][1] = -sp;
m[2][2] = ch * cp;
m[2][3] = 0;
m[3][0] = 0;
m[3][1] = 0;
m[3][2] = 0;
m[3][3] = 1;
return;
}
matrix4_from_euler_angles_xzx :: proc(t1, t2, t3: Float) -> (m: Matrix4) {
c1 := math.cos(t1);
s1 := math.sin(t1);
c2 := math.cos(t2);
s2 := math.sin(t2);
c3 := math.cos(t3);
s3 := math.sin(t3);
m[0][0] = c2;
m[0][1] = c1 * s2;
m[0][2] = s1 * s2;
m[0][3] = 0;
m[1][0] =-c3 * s2;
m[1][1] = c1 * c2 * c3 - s1 * s3;
m[1][2] = c1 * s3 + c2 * c3 * s1;
m[1][3] = 0;
m[2][0] = s2 * s3;
m[2][1] =-c3 * s1 - c1 * c2 * s3;
m[2][2] = c1 * c3 - c2 * s1 * s3;
m[2][3] = 0;
m[3][0] = 0;
m[3][1] = 0;
m[3][2] = 0;
m[3][3] = 1;
return;
}
matrix4_from_euler_angles_xyx :: proc(t1, t2, t3: Float) -> (m: Matrix4) {
c1 := math.cos(t1);
s1 := math.sin(t1);
c2 := math.cos(t2);
s2 := math.sin(t2);
c3 := math.cos(t3);
s3 := math.sin(t3);
m[0][0] = c2;
m[0][1] = s1 * s2;
m[0][2] =-c1 * s2;
m[0][3] = 0;
m[1][0] = s2 * s3;
m[1][1] = c1 * c3 - c2 * s1 * s3;
m[1][2] = c3 * s1 + c1 * c2 * s3;
m[1][3] = 0;
m[2][0] = c3 * s2;
m[2][1] =-c1 * s3 - c2 * c3 * s1;
m[2][2] = c1 * c2 * c3 - s1 * s3;
m[2][3] = 0;
m[3][0] = 0;
m[3][1] = 0;
m[3][2] = 0;
m[3][3] = 1;
return;
}
matrix4_from_euler_angles_yxy :: proc(t1, t2, t3: Float) -> (m: Matrix4) {
c1 := math.cos(t1);
s1 := math.sin(t1);
c2 := math.cos(t2);
s2 := math.sin(t2);
c3 := math.cos(t3);
s3 := math.sin(t3);
m[0][0] = c1 * c3 - c2 * s1 * s3;
m[0][1] = s2* s3;
m[0][2] =-c3 * s1 - c1 * c2 * s3;
m[0][3] = 0;
m[1][0] = s1 * s2;
m[1][1] = c2;
m[1][2] = c1 * s2;
m[1][3] = 0;
m[2][0] = c1 * s3 + c2 * c3 * s1;
m[2][1] =-c3 * s2;
m[2][2] = c1 * c2 * c3 - s1 * s3;
m[2][3] = 0;
m[3][0] = 0;
m[3][1] = 0;
m[3][2] = 0;
m[3][3] = 1;
return;
}
matrix4_from_euler_angles_yzy :: proc(t1, t2, t3: Float) -> (m: Matrix4) {
c1 := math.cos(t1);
s1 := math.sin(t1);
c2 := math.cos(t2);
s2 := math.sin(t2);
c3 := math.cos(t3);
s3 := math.sin(t3);
m[0][0] = c1 * c2 * c3 - s1 * s3;
m[0][1] = c3 * s2;
m[0][2] =-c1 * s3 - c2 * c3 * s1;
m[0][3] = 0;
m[1][0] =-c1 * s2;
m[1][1] = c2;
m[1][2] = s1 * s2;
m[1][3] = 0;
m[2][0] = c3 * s1 + c1 * c2 * s3;
m[2][1] = s2 * s3;
m[2][2] = c1 * c3 - c2 * s1 * s3;
m[2][3] = 0;
m[3][0] = 0;
m[3][1] = 0;
m[3][2] = 0;
m[3][3] = 1;
return;
}
matrix4_from_euler_angles_zyz :: proc(t1, t2, t3: Float) -> (m: Matrix4) {
c1 := math.cos(t1);
s1 := math.sin(t1);
c2 := math.cos(t2);
s2 := math.sin(t2);
c3 := math.cos(t3);
s3 := math.sin(t3);
m[0][0] = c1 * c2 * c3 - s1 * s3;
m[0][1] = c1 * s3 + c2 * c3 * s1;
m[0][2] =-c3 * s2;
m[0][3] = 0;
m[1][0] =-c3 * s1 - c1 * c2 * s3;
m[1][1] = c1 * c3 - c2 * s1 * s3;
m[1][2] = s2 * s3;
m[1][3] = 0;
m[2][0] = c1 * s2;
m[2][1] = s1 * s2;
m[2][2] = c2;
m[2][3] = 0;
m[3][0] = 0;
m[3][1] = 0;
m[3][2] = 0;
m[3][3] = 1;
return;
}
matrix4_from_euler_angles_zxz :: proc(t1, t2, t3: Float) -> (m: Matrix4) {
c1 := math.cos(t1);
s1 := math.sin(t1);
c2 := math.cos(t2);
s2 := math.sin(t2);
c3 := math.cos(t3);
s3 := math.sin(t3);
m[0][0] = c1 * c3 - c2 * s1 * s3;
m[0][1] = c3 * s1 + c1 * c2 * s3;
m[0][2] = s2 *s3;
m[0][3] = 0;
m[1][0] =-c1 * s3 - c2 * c3 * s1;
m[1][1] = c1 * c2 * c3 - s1 * s3;
m[1][2] = c3 * s2;
m[1][3] = 0;
m[2][0] = s1 * s2;
m[2][1] =-c1 * s2;
m[2][2] = c2;
m[2][3] = 0;
m[3][0] = 0;
m[3][1] = 0;
m[3][2] = 0;
m[3][3] = 1;
return;
}
matrix4_from_euler_angles_xzy :: proc(t1, t2, t3: Float) -> (m: Matrix4) {
c1 := math.cos(t1);
s1 := math.sin(t1);
c2 := math.cos(t2);
s2 := math.sin(t2);
c3 := math.cos(t3);
s3 := math.sin(t3);
m[0][0] = c2 * c3;
m[0][1] = s1 * s3 + c1 * c3 * s2;
m[0][2] = c3 * s1 * s2 - c1 * s3;
m[0][3] = 0;
m[1][0] =-s2;
m[1][1] = c1 * c2;
m[1][2] = c2 * s1;
m[1][3] = 0;
m[2][0] = c2 * s3;
m[2][1] = c1 * s2 * s3 - c3 * s1;
m[2][2] = c1 * c3 + s1 * s2 *s3;
m[2][3] = 0;
m[3][0] = 0;
m[3][1] = 0;
m[3][2] = 0;
m[3][3] = 1;
return;
}
matrix4_from_euler_angles_yzx :: proc(t1, t2, t3: Float) -> (m: Matrix4) {
c1 := math.cos(t1);
s1 := math.sin(t1);
c2 := math.cos(t2);
s2 := math.sin(t2);
c3 := math.cos(t3);
s3 := math.sin(t3);
m[0][0] = c1 * c2;
m[0][1] = s2;
m[0][2] =-c2 * s1;
m[0][3] = 0;
m[1][0] = s1 * s3 - c1 * c3 * s2;
m[1][1] = c2 * c3;
m[1][2] = c1 * s3 + c3 * s1 * s2;
m[1][3] = 0;
m[2][0] = c3 * s1 + c1 * s2 * s3;
m[2][1] =-c2 * s3;
m[2][2] = c1 * c3 - s1 * s2 * s3;
m[2][3] = 0;
m[3][0] = 0;
m[3][1] = 0;
m[3][2] = 0;
m[3][3] = 1;
return;
}
matrix4_from_euler_angles_zyx :: proc(t1, t2, t3: Float) -> (m: Matrix4) {
c1 := math.cos(t1);
s1 := math.sin(t1);
c2 := math.cos(t2);
s2 := math.sin(t2);
c3 := math.cos(t3);
s3 := math.sin(t3);
m[0][0] = c1 * c2;
m[0][1] = c2 * s1;
m[0][2] =-s2;
m[0][3] = 0;
m[1][0] = c1 * s2 * s3 - c3 * s1;
m[1][1] = c1 * c3 + s1 * s2 * s3;
m[1][2] = c2 * s3;
m[1][3] = 0;
m[2][0] = s1 * s3 + c1 * c3 * s2;
m[2][1] = c3 * s1 * s2 - c1 * s3;
m[2][2] = c2 * c3;
m[2][3] = 0;
m[3][0] = 0;
m[3][1] = 0;
m[3][2] = 0;
m[3][3] = 1;
return;
}
matrix4_from_euler_angles_zxy :: proc(t1, t2, t3: Float) -> (m: Matrix4) {
c1 := math.cos(t1);
s1 := math.sin(t1);
c2 := math.cos(t2);
s2 := math.sin(t2);
c3 := math.cos(t3);
s3 := math.sin(t3);
m[0][0] = c1 * c3 - s1 * s2 * s3;
m[0][1] = c3 * s1 + c1 * s2 * s3;
m[0][2] =-c2 * s3;
m[0][3] = 0;
m[1][0] =-c2 * s1;
m[1][1] = c1 * c2;
m[1][2] = s2;
m[1][3] = 0;
m[2][0] = c1 * s3 + c3 * s1 * s2;
m[2][1] = s1 * s3 - c1 * c3 * s2;
m[2][2] = c2 * c3;
m[2][3] = 0;
m[3][0] = 0;
m[3][1] = 0;
m[3][2] = 0;
m[3][3] = 1;
return;
}
matrix4_from_yaw_pitch_roll :: proc(yaw, pitch, roll: Float) -> (m: Matrix4) {
ch := math.cos(yaw);
sh := math.sin(yaw);
cp := math.cos(pitch);
sp := math.sin(pitch);
cb := math.cos(roll);
sb := math.sin(roll);
m[0][0] = ch * cb + sh * sp * sb;
m[0][1] = sb * cp;
m[0][2] = -sh * cb + ch * sp * sb;
m[0][3] = 0;
m[1][0] = -ch * sb + sh * sp * cb;
m[1][1] = cb * cp;
m[1][2] = sb * sh + ch * sp * cb;
m[1][3] = 0;
m[2][0] = sh * cp;
m[2][1] = -sp;
m[2][2] = ch * cp;
m[2][3] = 0;
m[3][0] = 0;
m[3][1] = 0;
m[3][2] = 0;
m[3][3] = 1;
return m;
}
euler_angles_xyz_from_matrix4 :: proc(m: Matrix4) -> (t1, t2, t3: Float) {
T1 := math.atan2(m[2][1], m[2][2]);
C2 := math.sqrt(m[0][0]*m[0][0] + m[1][0]*m[1][0]);
T2 := math.atan2(-m[2][0], C2);
S1 := math.sin(T1);
C1 := math.cos(T1);
T3 := math.atan2(S1*m[0][2] - C1*m[0][1], C1*m[1][1] - S1*m[1][2]);
t1 = -T1;
t2 = -T2;
t3 = -T3;
return;
}
euler_angles_yxz_from_matrix4 :: proc(m: Matrix4) -> (t1, t2, t3: Float) {
T1 := math.atan2(m[2][0], m[2][2]);
C2 := math.sqrt(m[0][1]*m[0][1] + m[1][1]*m[1][1]);
T2 := math.atan2(-m[2][1], C2);
S1 := math.sin(T1);
C1 := math.cos(T1);
T3 := math.atan2(S1*m[1][2] - C1*m[1][0], C1*m[0][0] - S1*m[0][2]);
t1 = T1;
t2 = T2;
t3 = T3;
return;
}
euler_angles_xzx_from_matrix4 :: proc(m: Matrix4) -> (t1, t2, t3: Float) {
T1 := math.atan2(m[0][2], m[0][1]);
S2 := math.sqrt(m[1][0]*m[1][0] + m[2][0]*m[2][0]);
T2 := math.atan2(S2, m[0][0]);
S1 := math.sin(T1);
C1 := math.cos(T1);
T3 := math.atan2(C1*m[1][2] - S1*m[1][1], C1*m[2][2] - S1*m[2][1]);
t1 = T1;
t2 = T2;
t3 = T3;
return;
}
euler_angles_xyx_from_matrix4 :: proc(m: Matrix4) -> (t1, t2, t3: Float) {
T1 := math.atan2(m[0][1], -m[0][2]);
S2 := math.sqrt(m[1][0]*m[1][0] + m[2][0]*m[2][0]);
T2 := math.atan2(S2, m[0][0]);
S1 := math.sin(T1);
C1 := math.cos(T1);
T3 := math.atan2(-C1*m[2][1] - S1*m[2][2], C1*m[1][1] + S1*m[1][2]);
t1 = T1;
t2 = T2;
t3 = T3;
return;
}
euler_angles_yxy_from_matrix4 :: proc(m: Matrix4) -> (t1, t2, t3: Float) {
T1 := math.atan2(m[1][0], m[1][2]);
S2 := math.sqrt(m[0][1]*m[0][1] + m[2][1]*m[2][1]);
T2 := math.atan2(S2, m[1][1]);
S1 := math.sin(T1);
C1 := math.cos(T1);
T3 := math.atan2(C1*m[2][0] - S1*m[2][2], C1*m[0][0] - S1*m[0][2]);
t1 = T1;
t2 = T2;
t3 = T3;
return;
}
euler_angles_yzy_from_matrix4 :: proc(m: Matrix4) -> (t1, t2, t3: Float) {
T1 := math.atan2(m[1][2], -m[1][0]);
S2 := math.sqrt(m[0][1]*m[0][1] + m[2][1]*m[2][1]);
T2 := math.atan2(S2, m[1][1]);
S1 := math.sin(T1);
C1 := math.cos(T1);
T3 := math.atan2(-S1*m[0][0] - C1*m[0][2], S1*m[2][0] + C1*m[2][2]);
t1 = T1;
t2 = T2;
t3 = T3;
return;
}
euler_angles_zyz_from_matrix4 :: proc(m: Matrix4) -> (t1, t2, t3: Float) {
T1 := math.atan2(m[2][1], m[2][0]);
S2 := math.sqrt(m[0][2]*m[0][2] + m[1][2]*m[1][2]);
T2 := math.atan2(S2, m[2][2]);
S1 := math.sin(T1);
C1 := math.cos(T1);
T3 := math.atan2(C1*m[0][1] - S1*m[0][0], C1*m[1][1] - S1*m[1][0]);
t1 = T1;
t2 = T2;
t3 = T3;
return;
}
euler_angles_zxz_from_matrix4 :: proc(m: Matrix4) -> (t1, t2, t3: Float) {
T1 := math.atan2(m[2][0], -m[2][1]);
S2 := math.sqrt(m[0][2]*m[0][2] + m[1][2]*m[1][2]);
T2 := math.atan2(S2, m[2][2]);
S1 := math.sin(T1);
C1 := math.cos(T1);
T3 := math.atan2(-C1*m[1][0] - S1*m[1][1], C1*m[0][0] + S1*m[0][1]);
t1 = T1;
t2 = T2;
t3 = T3;
return;
}
euler_angles_xzy_from_matrix4 :: proc(m: Matrix4) -> (t1, t2, t3: Float) {
T1 := math.atan2(m[1][2], m[1][1]);
C2 := math.sqrt(m[0][0]*m[0][0] + m[2][0]*m[2][0]);
T2 := math.atan2(-m[1][0], C2);
S1 := math.sin(T1);
C1 := math.cos(T1);
T3 := math.atan2(S1*m[0][1] - C1*m[0][2], C1*m[2][2] - S1*m[2][1]);
t1 = T1;
t2 = T2;
t3 = T3;
return;
}
euler_angles_yzx_from_matrix4 :: proc(m: Matrix4) -> (t1, t2, t3: Float) {
T1 := math.atan2(-m[0][2], m[0][0]);
C2 := math.sqrt(m[1][1]*m[1][1] + m[2][1]*m[2][1]);
T2 := math.atan2(m[0][1], C2);
S1 := math.sin(T1);
C1 := math.cos(T1);
T3 := math.atan2(S1*m[1][0] + C1*m[1][2], S1*m[2][0] + C1*m[2][2]);
t1 = T1;
t2 = T2;
t3 = T3;
return;
}
euler_angles_zyx_from_matrix4 :: proc(m: Matrix4) -> (t1, t2, t3: Float) {
T1 := math.atan2(m[0][1], m[0][0]);
C2 := math.sqrt(m[1][2]*m[1][2] + m[2][2]*m[2][2]);
T2 := math.atan2(-m[0][2], C2);
S1 := math.sin(T1);
C1 := math.cos(T1);
T3 := math.atan2(S1*m[2][0] - C1*m[2][1], C1*m[1][1] - S1*m[1][0]);
t1 = T1;
t2 = T2;
t3 = T3;
return;
}
euler_angles_zxy_from_matrix4 :: proc(m: Matrix4) -> (t1, t2, t3: Float) {
T1 := math.atan2(-m[1][0], m[1][1]);
C2 := math.sqrt(m[0][2]*m[0][2] + m[2][2]*m[2][2]);
T2 := math.atan2(m[1][2], C2);
S1 := math.sin(T1);
C1 := math.cos(T1);
T3 := math.atan2(C1*m[2][0] + S1*m[2][1], C1*m[0][0] + S1*m[0][1]);
t1 = T1;
t2 = T2;
t3 = T3;
return;
}