/* * Copyright (c), Recep Aslantas. * * MIT License (MIT), http://opensource.org/licenses/MIT * Full license can be found in the LICENSE file */ /* Functions: CGLM_INLINE void glm_euler_xyz_quat_rh(vec3 angles, versor dest); CGLM_INLINE void glm_euler_xzy_quat_rh(vec3 angles, versor dest); CGLM_INLINE void glm_euler_yxz_quat_rh(vec3 angles, versor dest); CGLM_INLINE void glm_euler_yzx_quat_rh(vec3 angles, versor dest); CGLM_INLINE void glm_euler_zxy_quat_rh(vec3 angles, versor dest); CGLM_INLINE void glm_euler_zyx_quat_rh(vec3 angles, versor dest); */ /* Things to note: The only difference between euler to quat rh vs lh is that the zsin part is negative */ #ifndef cglm_euler_to_quat_rh_h #define cglm_euler_to_quat_rh_h #include "../common.h" /*! * @brief creates NEW quaternion using rotation angles and does * rotations in x y z order in right hand (roll pitch yaw) * * @param[in] angles angles x y z (radians) * @param[out] dest quaternion */ CGLM_INLINE void glm_euler_xyz_quat_rh(vec3 angles, versor dest) { float xc, yc, zc, xs, ys, zs; xs = sinf(angles[0] * 0.5f); xc = cosf(angles[0] * 0.5f); ys = sinf(angles[1] * 0.5f); yc = cosf(angles[1] * 0.5f); zs = sinf(angles[2] * 0.5f); zc = cosf(angles[2] * 0.5f); dest[0] = xc * ys * zs + xs * yc * zc; dest[1] = xc * ys * zc - xs * yc * zs; dest[2] = xc * yc * zs + xs * ys * zc; dest[3] = xc * yc * zc - xs * ys * zs; } /*! * @brief creates NEW quaternion using rotation angles and does * rotations in x z y order in right hand (roll yaw pitch) * * @param[in] angles angles x y z (radians) * @param[out] dest quaternion */ CGLM_INLINE void glm_euler_xzy_quat_rh(vec3 angles, versor dest) { float xc, yc, zc, xs, ys, zs; xs = sinf(angles[0] * 0.5f); xc = cosf(angles[0] * 0.5f); ys = sinf(angles[1] * 0.5f); yc = cosf(angles[1] * 0.5f); zs = sinf(angles[2] * 0.5f); zc = cosf(angles[2] * 0.5f); dest[0] = -xc * zs * ys + xs * zc * yc; dest[1] = xc * zc * ys - xs * zs * yc; dest[2] = xc * zs * yc + xs * zc * ys; dest[3] = xc * zc * yc + xs * zs * ys; } /*! * @brief creates NEW quaternion using rotation angles and does * rotations in y x z order in right hand (pitch roll yaw) * * @param[in] angles angles x y z (radians) * @param[out] dest quaternion */ CGLM_INLINE void glm_euler_yxz_quat_rh(vec3 angles, versor dest) { float xc, yc, zc, xs, ys, zs; xs = sinf(angles[0] * 0.5f); xc = cosf(angles[0] * 0.5f); ys = sinf(angles[1] * 0.5f); yc = cosf(angles[1] * 0.5f); zs = sinf(angles[2] * 0.5f); zc = cosf(angles[2] * 0.5f); dest[0] = yc * xs * zc + ys * xc * zs; dest[1] = -yc * xs * zs + ys * xc * zc; dest[2] = yc * xc * zs - ys * xs * zc; dest[3] = yc * xc * zc + ys * xs * zs; } /*! * @brief creates NEW quaternion using rotation angles and does * rotations in y z x order in right hand (pitch yaw roll) * * @param[in] angles angles x y z (radians) * @param[out] dest quaternion */ CGLM_INLINE void glm_euler_yzx_quat_rh(vec3 angles, versor dest) { float xc, yc, zc, xs, ys, zs; xs = sinf(angles[0] * 0.5f); xc = cosf(angles[0] * 0.5f); ys = sinf(angles[1] * 0.5f); yc = cosf(angles[1] * 0.5f); zs = sinf(angles[2] * 0.5f); zc = cosf(angles[2] * 0.5f); dest[0] = yc * zc * xs + ys * zs * xc; dest[1] = yc * zs * xs + ys * zc * xc; dest[2] = yc * zs * xc - ys * zc * xs; dest[3] = yc * zc * xc - ys * zs * xs; } /*! * @brief creates NEW quaternion using rotation angles and does * rotations in z x y order in right hand (yaw roll pitch) * * @param[in] angles angles x y z (radians) * @param[out] dest quaternion */ CGLM_INLINE void glm_euler_zxy_quat_rh(vec3 angles, versor dest) { float xc, yc, zc, xs, ys, zs; xs = sinf(angles[0] * 0.5f); xc = cosf(angles[0] * 0.5f); ys = sinf(angles[1] * 0.5f); yc = cosf(angles[1] * 0.5f); zs = sinf(angles[2] * 0.5f); zc = cosf(angles[2] * 0.5f); dest[0] = zc * xs * yc - zs * xc * ys; dest[1] = zc * xc * ys + zs * xs * yc; dest[2] = zc * xs * ys + zs * xc * yc; dest[3] = zc * xc * yc - zs * xs * ys; } /*! * @brief creates NEW quaternion using rotation angles and does * rotations in z y x order in right hand (yaw pitch roll) * * @param[in] angles angles x y z (radians) * @param[out] dest quaternion */ CGLM_INLINE void glm_euler_zyx_quat_rh(vec3 angles, versor dest) { float xc, yc, zc, xs, ys, zs; xs = sinf(angles[0] * 0.5f); xc = cosf(angles[0] * 0.5f); ys = sinf(angles[1] * 0.5f); yc = cosf(angles[1] * 0.5f); zs = sinf(angles[2] * 0.5f); zc = cosf(angles[2] * 0.5f); dest[0] = zc * yc * xs - zs * ys * xc; dest[1] = zc * ys * xc + zs * yc * xs; dest[2] = -zc * ys * xs + zs * yc * xc; dest[3] = zc * yc * xc + zs * ys * xs; } #endif /*cglm_euler_to_quat_rh_h*/