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/****************************************************************************
**
** 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.
**
** $QT_BEGIN_LICENSE:GPL$
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**
** 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.
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****************************************************************************/
#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