| /**************************************************************************** |
| ** |
| ** Copyright (C) 1993-2009 NVIDIA Corporation. |
| ** Copyright (C) 2019 The Qt Company Ltd. |
| ** Contact: https://www.qt.io/licensing/ |
| ** |
| ** This file is part of Qt Quick 3D. |
| ** |
| ** $QT_BEGIN_LICENSE:GPL$ |
| ** Commercial License Usage |
| ** Licensees holding valid commercial Qt licenses may use this file in |
| ** accordance with the commercial license agreement provided with the |
| ** Software or, alternatively, in accordance with the terms contained in |
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| ** information use the contact form at https://www.qt.io/contact-us. |
| ** |
| ** GNU General Public License Usage |
| ** Alternatively, this file may be used under the terms of the GNU |
| ** General Public License version 3 or (at your option) any later version |
| ** approved by the KDE Free Qt Foundation. The licenses are as published by |
| ** the Free Software Foundation and appearing in the file LICENSE.GPL3 |
| ** included in the packaging of this file. Please review the following |
| ** information to ensure the GNU General Public License requirements will |
| ** be met: https://www.gnu.org/licenses/gpl-3.0.html. |
| ** |
| ** $QT_END_LICENSE$ |
| ** |
| ****************************************************************************/ |
| |
| #include "qssgrendereulerangles_p.h" |
| #include <QtQuick3DUtils/private/qssgutils_p.h> |
| |
| QT_BEGIN_NAMESPACE |
| |
| namespace { |
| // extractEulerOrder unpacks all useful information about order simultaneously. |
| inline void extractEulerOrder(EulerOrder eulerOrder, int &i, int &j, int &k, int &h, int &n, int &s, int &f) |
| { |
| uint order = eulerOrder; |
| f = order & 1; |
| order = order >> 1; |
| s = order & 1; |
| order = order >> 1; |
| n = order & 1; |
| order = order >> 1; |
| i = EulSafe[order & 3]; |
| j = EulNext[i + n]; |
| k = EulNext[i + 1 - n]; |
| h = s ? k : i; |
| } |
| |
| enum QuatPart { X, Y, Z, W }; |
| } |
| |
| /** |
| * Constructor |
| */ |
| QSSGEulerAngleConverter::QSSGEulerAngleConverter() = default; |
| |
| /** |
| * Destructor |
| */ |
| QSSGEulerAngleConverter::~QSSGEulerAngleConverter() = default; |
| |
| /** |
| * Constructs a Euler angle & holds it in a EulerAngles struct |
| * @param theI x rotation ( radians ) |
| * @param theJ y rotation ( radians ) |
| * @param theH z rotation ( radians ) |
| * @param theOrder the order this angle is in namely XYZ( static ), etc. |
| * use the getEulerOrder() to generate this enum |
| * @return the euler angle |
| */ |
| EulerAngles QSSGEulerAngleConverter::euler(float theI, float theJ, float theH, EulerOrder theOrder) |
| { |
| EulerAngles theEulerAngle; |
| theEulerAngle.x = theI; |
| theEulerAngle.y = theJ; |
| theEulerAngle.z = theH; |
| theEulerAngle.order = theOrder; |
| return theEulerAngle; |
| } |
| |
| /** |
| * Construct quaternion from Euler angles (in radians). |
| * @param theEulerAngle incoming angle( radians ) |
| * @return the Quaternion |
| */ |
| QSSGEulerAngleConverter::Quat QSSGEulerAngleConverter::eulerToQuat(EulerAngles theEulerAngle) |
| { |
| Quat theQuaternion; |
| double a[3], ti, tj, th, ci, cj, ch, si, sj, sh, cc, cs, sc, ss; |
| int i, j, k, h, n, s, f; |
| |
| extractEulerOrder(theEulerAngle.order, i, j, k, h, n, s, f); |
| |
| if (f == EulFrmR) |
| std::swap(theEulerAngle.x, theEulerAngle.z); |
| |
| if (n == EulParOdd) |
| theEulerAngle.y *= -1; |
| |
| ti = theEulerAngle.x * 0.5; |
| tj = theEulerAngle.y * 0.5; |
| th = theEulerAngle.z * 0.5; |
| |
| ci = cos(ti); |
| cj = cos(tj); |
| ch = cos(th); |
| |
| si = sin(ti); |
| sj = sin(tj); |
| sh = sin(th); |
| |
| cc = ci * ch; |
| cs = ci * sh; |
| sc = si * ch; |
| ss = si * sh; |
| |
| if (s == EulRepYes) { |
| a[i] = cj * (cs + sc); /* Could speed up with */ |
| a[j] = sj * (cc + ss); /* trig identities. */ |
| a[k] = sj * (cs - sc); |
| theQuaternion.w = float(cj * (cc - ss)); |
| } else { |
| a[i] = cj * sc - sj * cs; |
| a[j] = cj * ss + sj * cc; |
| a[k] = cj * cs - sj * sc; |
| theQuaternion.w = float(cj * cc + sj * ss); |
| } |
| if (n == EulParOdd) |
| a[j] = -a[j]; |
| |
| theQuaternion.x = float(a[X]); |
| theQuaternion.y = float(a[Y]); |
| theQuaternion.z = float(a[Z]); |
| return theQuaternion; |
| } |
| |
| /** |
| * Construct matrix from Euler angles (in radians). |
| * @param theEulerAngle incoming angle |
| * @param theMatrix outgoing matrix |
| */ |
| void QSSGEulerAngleConverter::eulerToHMatrix(EulerAngles theEulerAngle, HMatrix theMatrix) |
| { |
| double ti, tj, th, ci, cj, ch, si, sj, sh, cc, cs, sc, ss; |
| int i, j, k, h, n, s, f; |
| |
| extractEulerOrder(theEulerAngle.order, i, j, k, h, n, s, f); |
| |
| if (f == EulFrmR) |
| std::swap(theEulerAngle.x, theEulerAngle.z); |
| |
| if (n == EulParOdd) { |
| theEulerAngle.x *= -1; |
| theEulerAngle.y *= -1; |
| theEulerAngle.z *= -1; |
| } |
| |
| ti = theEulerAngle.x; |
| tj = theEulerAngle.y; |
| th = theEulerAngle.z; |
| |
| ci = cos(ti); |
| cj = cos(tj); |
| ch = cos(th); |
| |
| si = sin(ti); |
| sj = sin(tj); |
| sh = sin(th); |
| |
| cc = ci * ch; |
| cs = ci * sh; |
| sc = si * ch; |
| ss = si * sh; |
| |
| if (s == EulRepYes) { |
| theMatrix[i][i] = float(cj); |
| theMatrix[i][j] = float(sj * si); |
| theMatrix[i][k] = float(sj * ci); |
| theMatrix[j][i] = float(sj * sh); |
| theMatrix[j][j] = float(-cj * ss + cc); |
| theMatrix[j][k] = float(-cj * cs - sc); |
| theMatrix[k][i] = float(-sj * ch); |
| theMatrix[k][j] = float(cj * sc + cs); |
| theMatrix[k][k] = float(cj * cc - ss); |
| } else { |
| theMatrix[i][i] = float(cj * ch); |
| theMatrix[i][j] = float(sj * sc - cs); |
| theMatrix[i][k] = float(sj * cc + ss); |
| theMatrix[j][i] = float(cj * sh); |
| theMatrix[j][j] = float(sj * ss + cc); |
| theMatrix[j][k] = float(sj * cs - sc); |
| theMatrix[k][i] = float(-sj); |
| theMatrix[k][j] = float(cj * si); |
| theMatrix[k][k] = float(cj * ci); |
| } |
| |
| theMatrix[W][X] = 0.0; |
| theMatrix[W][Y] = 0.0; |
| theMatrix[W][Z] = 0.0; |
| theMatrix[X][W] = 0.0; |
| theMatrix[Y][W] = 0.0; |
| theMatrix[Z][W] = 0.0; |
| theMatrix[W][W] = 1.0; |
| } |
| |
| /** |
| * Convert matrix to Euler angles (in radians). |
| * @param theMatrix incoming matrix |
| * @param theOrder use getEulerOrder() to generate this enum |
| * @return a set of angles in radians!!!! |
| */ |
| EulerAngles QSSGEulerAngleConverter::eulerFromHMatrix(HMatrix theMatrix, EulerOrder theOrder) |
| { |
| EulerAngles theEulerAngle; |
| int i, j, k, h, n, s, f; |
| |
| extractEulerOrder(theOrder, i, j, k, h, n, s, f); |
| |
| double ij = double(theMatrix[i][j]), ik = double(theMatrix[i][k]); |
| double ii = double(theMatrix[i][i]), ji = double(theMatrix[j][i]); |
| double kk = double(theMatrix[k][k]), jj = double(theMatrix[j][j]); |
| double ki = double(theMatrix[k][i]), kj = double(theMatrix[k][j]); |
| double jk = double(theMatrix[j][k]); |
| if (s == EulRepYes) { |
| double sy = sqrt(ij*ij + ik*ik); |
| theEulerAngle.y = float(atan2(sy, ii)); |
| if (!qFuzzyIsNull(float(sy))) { |
| theEulerAngle.x = float(atan2(ij, ik)); |
| theEulerAngle.z = float(atan2(ji, -ki)); |
| } else { |
| theEulerAngle.x = float(atan2(-jk, jj)); |
| theEulerAngle.z = 0; |
| } |
| } else { |
| double cy = sqrt(ii*ii + ji*ji); |
| theEulerAngle.y = float(atan2(-ki, cy)); |
| if (!qFuzzyIsNull(float(cy))) { |
| theEulerAngle.x = float(atan2(kj, kk)); |
| theEulerAngle.z = float(atan2(ji, ii)); |
| } else { |
| theEulerAngle.x = float(atan2(-jk, jj)); |
| theEulerAngle.z = 0; |
| } |
| } |
| |
| if (n == EulParOdd) { |
| theEulerAngle.x *= -1; |
| theEulerAngle.y *= -1; |
| theEulerAngle.z *= -1; |
| } |
| |
| if (f == EulFrmR) |
| std::swap(theEulerAngle.x, theEulerAngle.z); |
| |
| theEulerAngle.order = theOrder; |
| return theEulerAngle; |
| } |
| |
| /** |
| * Convert quaternion to Euler angles (in radians). |
| * @param theQuaternion incoming quaternion |
| * @param theOrder use getEulerOrder() to generate this enum |
| * @return the generated angles ( radians ) |
| */ |
| EulerAngles QSSGEulerAngleConverter::eulerFromQuat(Quat theQuaternion, EulerOrder theOrder) |
| { |
| HMatrix theMatrix; |
| double Nq = theQuaternion.x * theQuaternion.x + theQuaternion.y * theQuaternion.y |
| + theQuaternion.z * theQuaternion.z + theQuaternion.w * theQuaternion.w; |
| double s = (Nq > 0.0) ? (2.0 / Nq) : 0.0; |
| double xs = theQuaternion.x * s; |
| double ys = theQuaternion.y * s; |
| double zs = theQuaternion.z * s; |
| double wx = theQuaternion.w * xs; |
| double wy = theQuaternion.w * ys; |
| double wz = theQuaternion.w * zs; |
| double xx = theQuaternion.x * xs; |
| double xy = theQuaternion.x * ys; |
| double xz = theQuaternion.x * zs; |
| double yy = theQuaternion.y * ys; |
| double yz = theQuaternion.y * zs; |
| double zz = theQuaternion.z * zs; |
| |
| theMatrix[X][X] = float(1.0 - (yy + zz)); |
| theMatrix[X][Y] = float(xy - wz); |
| theMatrix[X][Z] = float(xz + wy); |
| theMatrix[Y][X] = float(xy + wz); |
| theMatrix[Y][Y] = float(1.0 - (xx + zz)); |
| theMatrix[Y][Z] = float(yz - wx); |
| theMatrix[Z][X] = float(xz - wy); |
| theMatrix[Z][Y] = float(yz + wx); |
| theMatrix[Z][Z] = float(1.0 - (xx + yy)); |
| theMatrix[W][X] = 0.0; |
| theMatrix[W][Y] = 0.0; |
| theMatrix[W][Z] = 0.0; |
| theMatrix[X][W] = 0.0; |
| theMatrix[Y][W] = 0.0; |
| theMatrix[Z][W] = 0.0; |
| theMatrix[W][W] = 1.0; |
| |
| return eulerFromHMatrix(theMatrix, theOrder); |
| } |
| |
| EulerAngles QSSGEulerAngleConverter::calculateEulerAngles(const QVector3D &rotation, EulerOrder order) |
| { |
| EulerAngles retval; |
| retval.order = order; |
| const int X = 0; |
| const int Y = 1; |
| const int Z = 2; |
| |
| switch (order) { |
| case EulerOrder::XYZs: |
| retval.x = -rotation[X]; |
| retval.y = -rotation[Y]; |
| retval.z = -rotation[Z]; |
| break; |
| case EulerOrder::XYXs: |
| retval.x = -rotation[X]; |
| retval.y = -rotation[Y]; |
| retval.z = -rotation[X]; |
| break; |
| case EulerOrder::XZYs: |
| retval.x = -rotation[X]; |
| retval.y = -rotation[Z]; |
| retval.z = -rotation[Y]; |
| break; |
| case EulerOrder::XZXs: |
| retval.x = -rotation[X]; |
| retval.y = -rotation[Z]; |
| retval.z = -rotation[X]; |
| break; |
| case EulerOrder::YZXs: |
| retval.x = -rotation[Y]; |
| retval.y = -rotation[Z]; |
| retval.z = -rotation[X]; |
| break; |
| case EulerOrder::YZYs: |
| retval.x = -rotation[Y]; |
| retval.y = -rotation[Z]; |
| retval.z = -rotation[Y]; |
| break; |
| case EulerOrder::YXZs: |
| retval.x = -rotation[Y]; |
| retval.y = -rotation[X]; |
| retval.z = -rotation[Z]; |
| break; |
| case EulerOrder::YXYs: |
| retval.x = -rotation[Y]; |
| retval.y = -rotation[X]; |
| retval.z = -rotation[Y]; |
| break; |
| case EulerOrder::ZXYs: |
| retval.x = -rotation[Z]; |
| retval.y = -rotation[X]; |
| retval.z = -rotation[Y]; |
| break; |
| case EulerOrder::ZXZs: |
| retval.x = -rotation[Z]; |
| retval.y = -rotation[X]; |
| retval.z = -rotation[Z]; |
| break; |
| case EulerOrder::ZYXs: |
| retval.x = -rotation[Z]; |
| retval.y = -rotation[Y]; |
| retval.z = -rotation[X]; |
| break; |
| case EulerOrder::ZYZs: |
| retval.x = -rotation[Z]; |
| retval.y = -rotation[Y]; |
| retval.z = -rotation[Z]; |
| break; |
| case EulerOrder::ZYXr: |
| retval.x = -rotation[Z]; |
| retval.y = -rotation[Y]; |
| retval.z = -rotation[X]; |
| break; |
| case EulerOrder::XYXr: |
| retval.x = -rotation[X]; |
| retval.y = -rotation[Y]; |
| retval.z = -rotation[X]; |
| break; |
| case EulerOrder::YZXr: |
| retval.x = -rotation[Y]; |
| retval.y = -rotation[Z]; |
| retval.z = -rotation[X]; |
| break; |
| case EulerOrder::XZXr: |
| retval.x = -rotation[X]; |
| retval.y = -rotation[Z]; |
| retval.z = -rotation[X]; |
| break; |
| case EulerOrder::XZYr: |
| retval.x = -rotation[X]; |
| retval.y = -rotation[Z]; |
| retval.z = -rotation[Y]; |
| break; |
| case EulerOrder::YZYr: |
| retval.x = -rotation[Y]; |
| retval.y = -rotation[Z]; |
| retval.z = -rotation[Y]; |
| break; |
| case EulerOrder::ZXYr: |
| retval.x = -rotation[Z]; |
| retval.y = -rotation[X]; |
| retval.z = -rotation[Y]; |
| break; |
| case EulerOrder::YXYr: |
| retval.x = -rotation[Y]; |
| retval.y = -rotation[X]; |
| retval.z = -rotation[Y]; |
| break; |
| case EulerOrder::YXZr: |
| retval.x = -rotation[Y]; |
| retval.y = -rotation[X]; |
| retval.z = -rotation[Z]; |
| break; |
| case EulerOrder::ZXZr: |
| retval.x = -rotation[Z]; |
| retval.y = -rotation[X]; |
| retval.z = -rotation[Z]; |
| break; |
| case EulerOrder::XYZr: |
| retval.x = -rotation[X]; |
| retval.y = -rotation[Y]; |
| retval.z = -rotation[Z]; |
| break; |
| case EulerOrder::ZYZr: |
| retval.x = -rotation[Z]; |
| retval.y = -rotation[Y]; |
| retval.z = -rotation[Z]; |
| break; |
| default: |
| Q_UNREACHABLE(); |
| retval.x = rotation[X]; |
| retval.y = rotation[Y]; |
| retval.z = rotation[Z]; |
| break; |
| } |
| return retval; |
| } |
| |
| QVector3D QSSGEulerAngleConverter::calculateRotationVector(const EulerAngles &angles) |
| { |
| QVector3D retval(0, 0, 0); |
| const int X = 0; |
| const int Y = 1; |
| const int Z = 2; |
| |
| switch (angles.order) { |
| case EulerOrder::XYZs: |
| retval[X] = -angles.x; |
| retval[Y] = -angles.y; |
| retval[Z] = -angles.z; |
| break; |
| case EulerOrder::XYXs: |
| retval[X] = -angles.x; |
| retval[Y] = -angles.y; |
| retval[X] = -angles.z; |
| break; |
| case EulerOrder::XZYs: |
| retval[X] = -angles.x; |
| retval[Z] = -angles.y; |
| retval[Y] = -angles.z; |
| break; |
| case EulerOrder::XZXs: |
| retval[X] = -angles.x; |
| retval[Z] = -angles.y; |
| retval[X] = -angles.z; |
| break; |
| case EulerOrder::YZXs: |
| retval[Y] = -angles.x; |
| retval[Z] = -angles.y; |
| retval[X] = -angles.z; |
| break; |
| case EulerOrder::YZYs: |
| retval[Y] = -angles.x; |
| retval[Z] = -angles.y; |
| retval[Y] = -angles.z; |
| break; |
| case EulerOrder::YXZs: |
| retval[Y] = -angles.x; |
| retval[X] = -angles.y; |
| retval[Z] = -angles.z; |
| break; |
| case EulerOrder::YXYs: |
| retval[Y] = -angles.x; |
| retval[X] = -angles.y; |
| retval[Y] = -angles.z; |
| break; |
| case EulerOrder::ZXYs: |
| retval[Z] = -angles.x; |
| retval[X] = -angles.y; |
| retval[Y] = -angles.z; |
| break; |
| case EulerOrder::ZXZs: |
| retval[Z] = -angles.x; |
| retval[X] = -angles.y; |
| retval[Z] = -angles.z; |
| break; |
| case EulerOrder::ZYXs: |
| retval[Z] = -angles.x; |
| retval[Y] = -angles.y; |
| retval[X] = -angles.z; |
| break; |
| case EulerOrder::ZYZs: |
| retval[Z] = -angles.x; |
| retval[Y] = -angles.y; |
| retval[Z] = -angles.z; |
| break; |
| case EulerOrder::ZYXr: |
| retval[Z] = -angles.x; |
| retval[Y] = -angles.y; |
| retval[X] = -angles.z; |
| break; |
| case EulerOrder::XYXr: |
| retval[X] = -angles.x; |
| retval[Y] = -angles.y; |
| retval[X] = -angles.z; |
| break; |
| case EulerOrder::YZXr: |
| retval[Y] = -angles.x; |
| retval[Z] = -angles.y; |
| retval[X] = -angles.z; |
| break; |
| case EulerOrder::XZXr: |
| retval[X] = -angles.x; |
| retval[Z] = -angles.y; |
| retval[X] = -angles.z; |
| break; |
| case EulerOrder::XZYr: |
| retval[X] = -angles.x; |
| retval[Z] = -angles.y; |
| retval[Y] = -angles.z; |
| break; |
| case EulerOrder::YZYr: |
| retval[Y] = -angles.x; |
| retval[Z] = -angles.y; |
| retval[Y] = -angles.z; |
| break; |
| case EulerOrder::ZXYr: |
| retval[Z] = -angles.x; |
| retval[X] = -angles.y; |
| retval[Y] = -angles.z; |
| break; |
| case EulerOrder::YXYr: |
| retval[Y] = -angles.x; |
| retval[X] = -angles.y; |
| retval[Y] = -angles.z; |
| break; |
| case EulerOrder::YXZr: |
| retval[Y] = -angles.x; |
| retval[X] = -angles.y; |
| retval[Z] = -angles.z; |
| break; |
| case EulerOrder::ZXZr: |
| retval[Z] = -angles.x; |
| retval[X] = -angles.y; |
| retval[Z] = -angles.z; |
| break; |
| case EulerOrder::XYZr: |
| retval[X] = -angles.x; |
| retval[Y] = -angles.y; |
| retval[Z] = -angles.z; |
| break; |
| case EulerOrder::ZYZr: |
| retval[Z] = -angles.x; |
| retval[Y] = -angles.y; |
| retval[Z] = -angles.z; |
| break; |
| default: |
| Q_UNREACHABLE(); |
| retval.setX(angles.x); |
| retval.setY(angles.y); |
| retval.setZ(angles.z); |
| break; |
| } |
| |
| return retval; |
| } |
| |
| QMatrix4x4 QSSGEulerAngleConverter::createRotationMatrix(const QVector3D &rotationAsRadians, EulerOrder order) |
| { |
| QMatrix4x4 matrix; |
| const EulerAngles theAngles = QSSGEulerAngleConverter::calculateEulerAngles(rotationAsRadians, order); |
| QSSGEulerAngleConverter::eulerToHMatrix(theAngles, *reinterpret_cast<HMatrix *>(&matrix)); |
| return matrix; |
| } |
| |
| QVector3D QSSGEulerAngleConverter::calculateRotationVector(const QMatrix3x3 &rotationMatrix, |
| bool matrixIsLeftHanded, |
| EulerOrder order) |
| { |
| QMatrix4x4 theConvertMatrix = { rotationMatrix(0, 0), |
| rotationMatrix(0, 1), |
| rotationMatrix(0, 2), |
| 0.0f, |
| rotationMatrix(1, 0), |
| rotationMatrix(1, 1), |
| rotationMatrix(1, 2), |
| 0.0f, |
| rotationMatrix(2, 0), |
| rotationMatrix(2, 1), |
| rotationMatrix(2, 2), |
| 0.0f, |
| 0.0f, |
| 0.0f, |
| 0.0f, |
| 1.0f }; |
| |
| if (matrixIsLeftHanded) |
| mat44::flip(theConvertMatrix); |
| |
| HMatrix *theHMatrix = reinterpret_cast<HMatrix *>(theConvertMatrix.data()); |
| EulerAngles theAngles = QSSGEulerAngleConverter::eulerFromHMatrix(*theHMatrix, order); |
| return calculateRotationVector(theAngles); |
| } |
| QT_END_NAMESPACE |