+++ /dev/null
-///////////////////////////////////////////////////////////////////////////
-//
-// Copyright (c) 2002, Industrial Light & Magic, a division of Lucas
-// Digital Ltd. LLC
-//
-// All rights reserved.
-//
-// Redistribution and use in source and binary forms, with or without
-// modification, are permitted provided that the following conditions are
-// met:
-// * Redistributions of source code must retain the above copyright
-// notice, this list of conditions and the following disclaimer.
-// * Redistributions in binary form must reproduce the above
-// copyright notice, this list of conditions and the following disclaimer
-// in the documentation and/or other materials provided with the
-// distribution.
-// * Neither the name of Industrial Light & Magic nor the names of
-// its contributors may be used to endorse or promote products derived
-// from this software without specific prior written permission.
-//
-// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-//
-///////////////////////////////////////////////////////////////////////////
-
-
-
-#ifndef INCLUDED_IMATHEULER_H
-#define INCLUDED_IMATHEULER_H
-
-//----------------------------------------------------------------------
-//
-// template class Euler<T>
-//
-// This class represents euler angle orientations. The class
-// inherits from Vec3 to it can be freely cast. The additional
-// information is the euler priorities rep. This class is
-// essentially a rip off of Ken Shoemake's GemsIV code. It has
-// been modified minimally to make it more understandable, but
-// hardly enough to make it easy to grok completely.
-//
-// There are 24 possible combonations of Euler angle
-// representations of which 12 are common in CG and you will
-// probably only use 6 of these which in this scheme are the
-// non-relative-non-repeating types.
-//
-// The representations can be partitioned according to two
-// criteria:
-//
-// 1) Are the angles measured relative to a set of fixed axis
-// or relative to each other (the latter being what happens
-// when rotation matrices are multiplied together and is
-// almost ubiquitous in the cg community)
-//
-// 2) Is one of the rotations repeated (ala XYX rotation)
-//
-// When you construct a given representation from scratch you
-// must order the angles according to their priorities. So, the
-// easiest is a softimage or aerospace (yaw/pitch/roll) ordering
-// of ZYX.
-//
-// float x_rot = 1;
-// float y_rot = 2;
-// float z_rot = 3;
-//
-// Eulerf angles(z_rot, y_rot, x_rot, Eulerf::ZYX);
-// -or-
-// Eulerf angles( V3f(z_rot,y_rot,z_rot), Eulerf::ZYX );
-//
-// If instead, the order was YXZ for instance you would have to
-// do this:
-//
-// float x_rot = 1;
-// float y_rot = 2;
-// float z_rot = 3;
-//
-// Eulerf angles(y_rot, x_rot, z_rot, Eulerf::YXZ);
-// -or-
-// Eulerf angles( V3f(y_rot,x_rot,z_rot), Eulerf::YXZ );
-//
-// Notice how the order you put the angles into the three slots
-// should correspond to the enum (YXZ) ordering. The input angle
-// vector is called the "ijk" vector -- not an "xyz" vector. The
-// ijk vector order is the same as the enum. If you treat the
-// Euler<> as a Vec<> (which it inherts from) you will find the
-// angles are ordered in the same way, i.e.:
-//
-// V3f v = angles;
-// // v.x == y_rot, v.y == x_rot, v.z == z_rot
-//
-// If you just want the x, y, and z angles stored in a vector in
-// that order, you can do this:
-//
-// V3f v = angles.toXYZVector()
-// // v.x == x_rot, v.y == y_rot, v.z == z_rot
-//
-// If you want to set the Euler with an XYZVector use the
-// optional layout argument:
-//
-// Eulerf angles(x_rot, y_rot, z_rot,
-// Eulerf::YXZ,
-// Eulerf::XYZLayout);
-//
-// This is the same as:
-//
-// Eulerf angles(y_rot, x_rot, z_rot, Eulerf::YXZ);
-//
-// Note that this won't do anything intelligent if you have a
-// repeated axis in the euler angles (e.g. XYX)
-//
-// If you need to use the "relative" versions of these, you will
-// need to use the "r" enums.
-//
-// The units of the rotation angles are assumed to be radians.
-//
-//----------------------------------------------------------------------
-
-
-#include "ImathMath.h"
-#include "ImathVec.h"
-#include "ImathQuat.h"
-#include "ImathMatrix.h"
-#include "ImathLimits.h"
-#include <iostream>
-
-namespace Imath {
-
-#if (defined _WIN32 || defined _WIN64) && defined _MSC_VER
-// Disable MS VC++ warnings about conversion from double to float
-#pragma warning(disable:4244)
-#endif
-
-template <class T>
-class Euler : public Vec3<T>
-{
- public:
-
- using Vec3<T>::x;
- using Vec3<T>::y;
- using Vec3<T>::z;
-
- enum Order
- {
- //
- // All 24 possible orderings
- //
-
- XYZ = 0x0101, // "usual" orderings
- XZY = 0x0001,
- YZX = 0x1101,
- YXZ = 0x1001,
- ZXY = 0x2101,
- ZYX = 0x2001,
-
- XZX = 0x0011, // first axis repeated
- XYX = 0x0111,
- YXY = 0x1011,
- YZY = 0x1111,
- ZYZ = 0x2011,
- ZXZ = 0x2111,
-
- XYZr = 0x2000, // relative orderings -- not common
- XZYr = 0x2100,
- YZXr = 0x1000,
- YXZr = 0x1100,
- ZXYr = 0x0000,
- ZYXr = 0x0100,
-
- XZXr = 0x2110, // relative first axis repeated
- XYXr = 0x2010,
- YXYr = 0x1110,
- YZYr = 0x1010,
- ZYZr = 0x0110,
- ZXZr = 0x0010,
- // ||||
- // VVVV
- // Legend: ABCD
- // A -> Initial Axis (0==x, 1==y, 2==z)
- // B -> Parity Even (1==true)
- // C -> Initial Repeated (1==true)
- // D -> Frame Static (1==true)
- //
-
- Legal = XYZ | XZY | YZX | YXZ | ZXY | ZYX |
- XZX | XYX | YXY | YZY | ZYZ | ZXZ |
- XYZr| XZYr| YZXr| YXZr| ZXYr| ZYXr|
- XZXr| XYXr| YXYr| YZYr| ZYZr| ZXZr,
-
- Min = 0x0000,
- Max = 0x2111,
- Default = XYZ
- };
-
- enum Axis { X = 0, Y = 1, Z = 2 };
-
- enum InputLayout { XYZLayout, IJKLayout };
-
- //----------------------------------------------------------------
- // Constructors -- all default to ZYX non-relative ala softimage
- // (where there is no argument to specify it)
- //----------------------------------------------------------------
-
- Euler();
- Euler(const Euler&);
- Euler(Order p);
- Euler(const Vec3<T> &v, Order o = Default, InputLayout l = IJKLayout);
- Euler(T i, T j, T k, Order o = Default, InputLayout l = IJKLayout);
- Euler(const Euler<T> &euler, Order newp);
- Euler(const Matrix33<T> &, Order o = Default);
- Euler(const Matrix44<T> &, Order o = Default);
-
- //---------------------------------
- // Algebraic functions/ Operators
- //---------------------------------
-
- const Euler<T>& operator= (const Euler<T>&);
- const Euler<T>& operator= (const Vec3<T>&);
-
- //--------------------------------------------------------
- // Set the euler value
- // This does NOT convert the angles, but setXYZVector()
- // does reorder the input vector.
- //--------------------------------------------------------
-
- static bool legal(Order);
-
- void setXYZVector(const Vec3<T> &);
-
- Order order() const;
- void setOrder(Order);
-
- void set(Axis initial,
- bool relative,
- bool parityEven,
- bool firstRepeats);
-
- //---------------------------------------------------------
- // Conversions, toXYZVector() reorders the angles so that
- // the X rotation comes first, followed by the Y and Z
- // in cases like XYX ordering, the repeated angle will be
- // in the "z" component
- //---------------------------------------------------------
-
- void extract(const Matrix33<T>&);
- void extract(const Matrix44<T>&);
- void extract(const Quat<T>&);
-
- Matrix33<T> toMatrix33() const;
- Matrix44<T> toMatrix44() const;
- Quat<T> toQuat() const;
- Vec3<T> toXYZVector() const;
-
- //---------------------------------------------------
- // Use this function to unpack angles from ijk form
- //---------------------------------------------------
-
- void angleOrder(int &i, int &j, int &k) const;
-
- //---------------------------------------------------
- // Use this function to determine mapping from xyz to ijk
- // - reshuffles the xyz to match the order
- //---------------------------------------------------
-
- void angleMapping(int &i, int &j, int &k) const;
-
- //----------------------------------------------------------------------
- //
- // Utility methods for getting continuous rotations. None of these
- // methods change the orientation given by its inputs (or at least
- // that is the intent).
- //
- // angleMod() converts an angle to its equivalent in [-PI, PI]
- //
- // simpleXYZRotation() adjusts xyzRot so that its components differ
- // from targetXyzRot by no more than +-PI
- //
- // nearestRotation() adjusts xyzRot so that its components differ
- // from targetXyzRot by as little as possible.
- // Note that xyz here really means ijk, because
- // the order must be provided.
- //
- // makeNear() adjusts "this" Euler so that its components differ
- // from target by as little as possible. This method
- // might not make sense for Eulers with different order
- // and it probably doesn't work for repeated axis and
- // relative orderings (TODO).
- //
- //-----------------------------------------------------------------------
-
- static float angleMod (T angle);
- static void simpleXYZRotation (Vec3<T> &xyzRot,
- const Vec3<T> &targetXyzRot);
- static void nearestRotation (Vec3<T> &xyzRot,
- const Vec3<T> &targetXyzRot,
- Order order = XYZ);
-
- void makeNear (const Euler<T> &target);
-
- bool frameStatic() const { return _frameStatic; }
- bool initialRepeated() const { return _initialRepeated; }
- bool parityEven() const { return _parityEven; }
- Axis initialAxis() const { return _initialAxis; }
-
- protected:
-
- bool _frameStatic : 1; // relative or static rotations
- bool _initialRepeated : 1; // init axis repeated as last
- bool _parityEven : 1; // "parity of axis permutation"
-#if defined _WIN32 || defined _WIN64
- Axis _initialAxis ; // First axis of rotation
-#else
- Axis _initialAxis : 2; // First axis of rotation
-#endif
-};
-
-
-//--------------------
-// Convenient typedefs
-//--------------------
-
-typedef Euler<float> Eulerf;
-typedef Euler<double> Eulerd;
-
-
-//---------------
-// Implementation
-//---------------
-
-template<class T>
-inline void
- Euler<T>::angleOrder(int &i, int &j, int &k) const
-{
- i = _initialAxis;
- j = _parityEven ? (i+1)%3 : (i > 0 ? i-1 : 2);
- k = _parityEven ? (i > 0 ? i-1 : 2) : (i+1)%3;
-}
-
-template<class T>
-inline void
- Euler<T>::angleMapping(int &i, int &j, int &k) const
-{
- int m[3];
-
- m[_initialAxis] = 0;
- m[(_initialAxis+1) % 3] = _parityEven ? 1 : 2;
- m[(_initialAxis+2) % 3] = _parityEven ? 2 : 1;
- i = m[0];
- j = m[1];
- k = m[2];
-}
-
-template<class T>
-inline void
-Euler<T>::setXYZVector(const Vec3<T> &v)
-{
- int i,j,k;
- angleMapping(i,j,k);
- (*this)[i] = v.x;
- (*this)[j] = v.y;
- (*this)[k] = v.z;
-}
-
-template<class T>
-inline Vec3<T>
-Euler<T>::toXYZVector() const
-{
- int i,j,k;
- angleMapping(i,j,k);
- return Vec3<T>((*this)[i],(*this)[j],(*this)[k]);
-}
-
-
-template<class T>
-Euler<T>::Euler() :
- Vec3<T>(0,0,0),
- _frameStatic(true),
- _initialRepeated(false),
- _parityEven(true),
- _initialAxis(X)
-{}
-
-template<class T>
-Euler<T>::Euler(typename Euler<T>::Order p) :
- Vec3<T>(0,0,0),
- _frameStatic(true),
- _initialRepeated(false),
- _parityEven(true),
- _initialAxis(X)
-{
- setOrder(p);
-}
-
-template<class T>
-inline Euler<T>::Euler( const Vec3<T> &v,
- typename Euler<T>::Order p,
- typename Euler<T>::InputLayout l )
-{
- setOrder(p);
- if ( l == XYZLayout ) setXYZVector(v);
- else { x = v.x; y = v.y; z = v.z; }
-}
-
-template<class T>
-inline Euler<T>::Euler(const Euler<T> &euler)
-{
- operator=(euler);
-}
-
-template<class T>
-inline Euler<T>::Euler(const Euler<T> &euler,Order p)
-{
- setOrder(p);
- Matrix33<T> M = euler.toMatrix33();
- extract(M);
-}
-
-template<class T>
-inline Euler<T>::Euler( T xi, T yi, T zi,
- typename Euler<T>::Order p,
- typename Euler<T>::InputLayout l)
-{
- setOrder(p);
- if ( l == XYZLayout ) setXYZVector(Vec3<T>(xi,yi,zi));
- else { x = xi; y = yi; z = zi; }
-}
-
-template<class T>
-inline Euler<T>::Euler( const Matrix33<T> &M, typename Euler::Order p )
-{
- setOrder(p);
- extract(M);
-}
-
-template<class T>
-inline Euler<T>::Euler( const Matrix44<T> &M, typename Euler::Order p )
-{
- setOrder(p);
- extract(M);
-}
-
-template<class T>
-inline void Euler<T>::extract(const Quat<T> &q)
-{
- extract(q.toMatrix33());
-}
-
-template<class T>
-void Euler<T>::extract(const Matrix33<T> &M)
-{
- int i,j,k;
- angleOrder(i,j,k);
-
- if (_initialRepeated)
- {
- //
- // Extract the first angle, x.
- //
-
- x = Math<T>::atan2 (M[j][i], M[k][i]);
-
- //
- // Remove the x rotation from M, so that the remaining
- // rotation, N, is only around two axes, and gimbal lock
- // cannot occur.
- //
-
- Vec3<T> r (0, 0, 0);
- r[i] = (_parityEven? -x: x);
-
- Matrix44<T> N;
- N.rotate (r);
-
- N = N * Matrix44<T> (M[0][0], M[0][1], M[0][2], 0,
- M[1][0], M[1][1], M[1][2], 0,
- M[2][0], M[2][1], M[2][2], 0,
- 0, 0, 0, 1);
- //
- // Extract the other two angles, y and z, from N.
- //
-
- T sy = Math<T>::sqrt (N[j][i]*N[j][i] + N[k][i]*N[k][i]);
- y = Math<T>::atan2 (sy, N[i][i]);
- z = Math<T>::atan2 (N[j][k], N[j][j]);
- }
- else
- {
- //
- // Extract the first angle, x.
- //
-
- x = Math<T>::atan2 (M[j][k], M[k][k]);
-
- //
- // Remove the x rotation from M, so that the remaining
- // rotation, N, is only around two axes, and gimbal lock
- // cannot occur.
- //
-
- Vec3<T> r (0, 0, 0);
- r[i] = (_parityEven? -x: x);
-
- Matrix44<T> N;
- N.rotate (r);
-
- N = N * Matrix44<T> (M[0][0], M[0][1], M[0][2], 0,
- M[1][0], M[1][1], M[1][2], 0,
- M[2][0], M[2][1], M[2][2], 0,
- 0, 0, 0, 1);
- //
- // Extract the other two angles, y and z, from N.
- //
-
- T cy = Math<T>::sqrt (N[i][i]*N[i][i] + N[i][j]*N[i][j]);
- y = Math<T>::atan2 (-N[i][k], cy);
- z = Math<T>::atan2 (-N[j][i], N[j][j]);
- }
-
- if (!_parityEven)
- *this *= -1;
-
- if (!_frameStatic)
- {
- T t = x;
- x = z;
- z = t;
- }
-}
-
-template<class T>
-void Euler<T>::extract(const Matrix44<T> &M)
-{
- int i,j,k;
- angleOrder(i,j,k);
-
- if (_initialRepeated)
- {
- //
- // Extract the first angle, x.
- //
-
- x = Math<T>::atan2 (M[j][i], M[k][i]);
-
- //
- // Remove the x rotation from M, so that the remaining
- // rotation, N, is only around two axes, and gimbal lock
- // cannot occur.
- //
-
- Vec3<T> r (0, 0, 0);
- r[i] = (_parityEven? -x: x);
-
- Matrix44<T> N;
- N.rotate (r);
- N = N * M;
-
- //
- // Extract the other two angles, y and z, from N.
- //
-
- T sy = Math<T>::sqrt (N[j][i]*N[j][i] + N[k][i]*N[k][i]);
- y = Math<T>::atan2 (sy, N[i][i]);
- z = Math<T>::atan2 (N[j][k], N[j][j]);
- }
- else
- {
- //
- // Extract the first angle, x.
- //
-
- x = Math<T>::atan2 (M[j][k], M[k][k]);
-
- //
- // Remove the x rotation from M, so that the remaining
- // rotation, N, is only around two axes, and gimbal lock
- // cannot occur.
- //
-
- Vec3<T> r (0, 0, 0);
- r[i] = (_parityEven? -x: x);
-
- Matrix44<T> N;
- N.rotate (r);
- N = N * M;
-
- //
- // Extract the other two angles, y and z, from N.
- //
-
- T cy = Math<T>::sqrt (N[i][i]*N[i][i] + N[i][j]*N[i][j]);
- y = Math<T>::atan2 (-N[i][k], cy);
- z = Math<T>::atan2 (-N[j][i], N[j][j]);
- }
-
- if (!_parityEven)
- *this *= -1;
-
- if (!_frameStatic)
- {
- T t = x;
- x = z;
- z = t;
- }
-}
-
-template<class T>
-Matrix33<T> Euler<T>::toMatrix33() const
-{
- int i,j,k;
- angleOrder(i,j,k);
-
- Vec3<T> angles;
-
- if ( _frameStatic ) angles = (*this);
- else angles = Vec3<T>(z,y,x);
-
- if ( !_parityEven ) angles *= -1.0;
-
- T ci = Math<T>::cos(angles.x);
- T cj = Math<T>::cos(angles.y);
- T ch = Math<T>::cos(angles.z);
- T si = Math<T>::sin(angles.x);
- T sj = Math<T>::sin(angles.y);
- T sh = Math<T>::sin(angles.z);
-
- T cc = ci*ch;
- T cs = ci*sh;
- T sc = si*ch;
- T ss = si*sh;
-
- Matrix33<T> M;
-
- if ( _initialRepeated )
- {
- M[i][i] = cj; M[j][i] = sj*si; M[k][i] = sj*ci;
- M[i][j] = sj*sh; M[j][j] = -cj*ss+cc; M[k][j] = -cj*cs-sc;
- M[i][k] = -sj*ch; M[j][k] = cj*sc+cs; M[k][k] = cj*cc-ss;
- }
- else
- {
- M[i][i] = cj*ch; M[j][i] = sj*sc-cs; M[k][i] = sj*cc+ss;
- M[i][j] = cj*sh; M[j][j] = sj*ss+cc; M[k][j] = sj*cs-sc;
- M[i][k] = -sj; M[j][k] = cj*si; M[k][k] = cj*ci;
- }
-
- return M;
-}
-
-template<class T>
-Matrix44<T> Euler<T>::toMatrix44() const
-{
- int i,j,k;
- angleOrder(i,j,k);
-
- Vec3<T> angles;
-
- if ( _frameStatic ) angles = (*this);
- else angles = Vec3<T>(z,y,x);
-
- if ( !_parityEven ) angles *= -1.0;
-
- T ci = Math<T>::cos(angles.x);
- T cj = Math<T>::cos(angles.y);
- T ch = Math<T>::cos(angles.z);
- T si = Math<T>::sin(angles.x);
- T sj = Math<T>::sin(angles.y);
- T sh = Math<T>::sin(angles.z);
-
- T cc = ci*ch;
- T cs = ci*sh;
- T sc = si*ch;
- T ss = si*sh;
-
- Matrix44<T> M;
-
- if ( _initialRepeated )
- {
- M[i][i] = cj; M[j][i] = sj*si; M[k][i] = sj*ci;
- M[i][j] = sj*sh; M[j][j] = -cj*ss+cc; M[k][j] = -cj*cs-sc;
- M[i][k] = -sj*ch; M[j][k] = cj*sc+cs; M[k][k] = cj*cc-ss;
- }
- else
- {
- M[i][i] = cj*ch; M[j][i] = sj*sc-cs; M[k][i] = sj*cc+ss;
- M[i][j] = cj*sh; M[j][j] = sj*ss+cc; M[k][j] = sj*cs-sc;
- M[i][k] = -sj; M[j][k] = cj*si; M[k][k] = cj*ci;
- }
-
- return M;
-}
-
-template<class T>
-Quat<T> Euler<T>::toQuat() const
-{
- Vec3<T> angles;
- int i,j,k;
- angleOrder(i,j,k);
-
- if ( _frameStatic ) angles = (*this);
- else angles = Vec3<T>(z,y,x);
-
- if ( !_parityEven ) angles.y = -angles.y;
-
- T ti = angles.x*0.5;
- T tj = angles.y*0.5;
- T th = angles.z*0.5;
- T ci = Math<T>::cos(ti);
- T cj = Math<T>::cos(tj);
- T ch = Math<T>::cos(th);
- T si = Math<T>::sin(ti);
- T sj = Math<T>::sin(tj);
- T sh = Math<T>::sin(th);
- T cc = ci*ch;
- T cs = ci*sh;
- T sc = si*ch;
- T ss = si*sh;
-
- T parity = _parityEven ? 1.0 : -1.0;
-
- Quat<T> q;
- Vec3<T> a;
-
- if ( _initialRepeated )
- {
- a[i] = cj*(cs + sc);
- a[j] = sj*(cc + ss) * parity,
- a[k] = sj*(cs - sc);
- q.r = cj*(cc - ss);
- }
- else
- {
- a[i] = cj*sc - sj*cs,
- a[j] = (cj*ss + sj*cc) * parity,
- a[k] = cj*cs - sj*sc;
- q.r = cj*cc + sj*ss;
- }
-
- q.v = a;
-
- return q;
-}
-
-template<class T>
-inline bool
-Euler<T>::legal(typename Euler<T>::Order order)
-{
- return (order & ~Legal) ? false : true;
-}
-
-template<class T>
-typename Euler<T>::Order
-Euler<T>::order() const
-{
- int foo = (_initialAxis == Z ? 0x2000 : (_initialAxis == Y ? 0x1000 : 0));
-
- if (_parityEven) foo |= 0x0100;
- if (_initialRepeated) foo |= 0x0010;
- if (_frameStatic) foo++;
-
- return (Order)foo;
-}
-
-template<class T>
-inline void Euler<T>::setOrder(typename Euler<T>::Order p)
-{
- set( p & 0x2000 ? Z : (p & 0x1000 ? Y : X), // initial axis
- !(p & 0x1), // static?
- !!(p & 0x100), // permutation even?
- !!(p & 0x10)); // initial repeats?
-}
-
-template<class T>
-void Euler<T>::set(typename Euler<T>::Axis axis,
- bool relative,
- bool parityEven,
- bool firstRepeats)
-{
- _initialAxis = axis;
- _frameStatic = !relative;
- _parityEven = parityEven;
- _initialRepeated = firstRepeats;
-}
-
-template<class T>
-const Euler<T>& Euler<T>::operator= (const Euler<T> &euler)
-{
- x = euler.x;
- y = euler.y;
- z = euler.z;
- _initialAxis = euler._initialAxis;
- _frameStatic = euler._frameStatic;
- _parityEven = euler._parityEven;
- _initialRepeated = euler._initialRepeated;
- return *this;
-}
-
-template<class T>
-const Euler<T>& Euler<T>::operator= (const Vec3<T> &v)
-{
- x = v.x;
- y = v.y;
- z = v.z;
- return *this;
-}
-
-template<class T>
-std::ostream& operator << (std::ostream &o, const Euler<T> &euler)
-{
- char a[3] = { 'X', 'Y', 'Z' };
-
- const char* r = euler.frameStatic() ? "" : "r";
- int i,j,k;
- euler.angleOrder(i,j,k);
-
- if ( euler.initialRepeated() ) k = i;
-
- return o << "("
- << euler.x << " "
- << euler.y << " "
- << euler.z << " "
- << a[i] << a[j] << a[k] << r << ")";
-}
-
-template <class T>
-float
-Euler<T>::angleMod (T angle)
-{
- angle = fmod(T (angle), T (2 * M_PI));
-
- if (angle < -M_PI) angle += 2 * M_PI;
- if (angle > +M_PI) angle -= 2 * M_PI;
-
- return angle;
-}
-
-template <class T>
-void
-Euler<T>::simpleXYZRotation (Vec3<T> &xyzRot, const Vec3<T> &targetXyzRot)
-{
- Vec3<T> d = xyzRot - targetXyzRot;
- xyzRot[0] = targetXyzRot[0] + angleMod(d[0]);
- xyzRot[1] = targetXyzRot[1] + angleMod(d[1]);
- xyzRot[2] = targetXyzRot[2] + angleMod(d[2]);
-}
-
-template <class T>
-void
-Euler<T>::nearestRotation (Vec3<T> &xyzRot, const Vec3<T> &targetXyzRot,
- Order order)
-{
- int i,j,k;
- Euler<T> e (0,0,0, order);
- e.angleOrder(i,j,k);
-
- simpleXYZRotation(xyzRot, targetXyzRot);
-
- Vec3<T> otherXyzRot;
- otherXyzRot[i] = M_PI+xyzRot[i];
- otherXyzRot[j] = M_PI-xyzRot[j];
- otherXyzRot[k] = M_PI+xyzRot[k];
-
- simpleXYZRotation(otherXyzRot, targetXyzRot);
-
- Vec3<T> d = xyzRot - targetXyzRot;
- Vec3<T> od = otherXyzRot - targetXyzRot;
- T dMag = d.dot(d);
- T odMag = od.dot(od);
-
- if (odMag < dMag)
- {
- xyzRot = otherXyzRot;
- }
-}
-
-template <class T>
-void
-Euler<T>::makeNear (const Euler<T> &target)
-{
- Vec3<T> xyzRot = toXYZVector();
- Euler<T> targetSameOrder = Euler<T>(target, order());
- Vec3<T> targetXyz = targetSameOrder.toXYZVector();
-
- nearestRotation(xyzRot, targetXyz, order());
-
- setXYZVector(xyzRot);
-}
-
-#if (defined _WIN32 || defined _WIN64) && defined _MSC_VER
-#pragma warning(default:4244)
-#endif
-
-} // namespace Imath
-
-
-#endif