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Euler.cu
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Euler.cu
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#include "Prerequisites.cuh"
#include "glm/gtc/matrix_transform.hpp"
#include "Angles.cuh"
namespace gtom
{
glm::mat4 Matrix4Euler(tfloat3 angles)
{
/*float phi = angles.x;
float theta = angles.y;
float psi = angles.z;
return Matrix4RotationZ(psi) * Matrix4RotationY(theta) * Matrix4RotationZ(phi);*/
float alpha = angles.x;
float beta = angles.y;
float gamma = angles.z;
/*return Matrix3RotationZ(psi) * Matrix3RotationY(theta) * Matrix3RotationZ(phi);*/
float ca, sa, cb, sb, cg, sg;
float cc, cs, sc, ss;
ca = cos(alpha);
cb = cos(beta);
cg = cos(gamma);
sa = sin(alpha);
sb = sin(beta);
sg = sin(gamma);
cc = cb * ca;
cs = cb * sa;
sc = sb * ca;
ss = sb * sa;
return glm::mat4(cg * cc - sg * sa, -sg * cc - cg * sa, sc, 0,
cg * cs + sg * ca, -sg * cs + cg * ca, ss, 0,
-cg * sb, sg * sb, cb, 0,
0, 0, 0, 1);
}
glm::mat3 Matrix3Euler(tfloat3 angles)
{
/*float psi = angles.x;
float theta = angles.y;
float phi = angles.z;
return Matrix3RotationZ(psi) * Matrix3RotationY(theta) * Matrix3RotationZ(phi);*/
float alpha = angles.x;
float beta = angles.y;
float gamma = angles.z;
float ca, sa, cb, sb, cg, sg;
float cc, cs, sc, ss;
ca = cos(alpha);
cb = cos(beta);
cg = cos(gamma);
sa = sin(alpha);
sb = sin(beta);
sg = sin(gamma);
cc = cb * ca;
cs = cb * sa;
sc = sb * ca;
ss = sb * sa;
return glm::mat3(cg * cc - sg * sa, -sg * cc - cg * sa, sc,
cg * cs + sg * ca, -sg * cs + cg * ca, ss,
-cg * sb, sg * sb, cb);
}
glm::mat4 Matrix4EulerLegacy(tfloat2 angles)
{
float phi = PI / 2.0f - angles.x;
float psi = angles.x - PI / 2.0f;
float theta = angles.y;
return glm::transpose(Matrix4Euler(tfloat3(phi, theta, psi)));
}
tfloat3 EulerFromMatrix(glm::mat4 m)
{
// In glm, m[x][y] is element at column x, row y
float phi = 0.0f, theta = 0.0f, psi = 0.0f;
float abssintheta = sqrt(m[2][0] * m[2][0] + m[2][1] * m[2][1]);
if (abssintheta > 0.00001f)
{
psi = PI - atan2(m[1][2], m[0][2]);
phi = PI - atan2(m[2][1], -m[2][0]);
float s;
if (sin(phi) == 0.0f)
s = -m[2][0] / cos(phi) >= 0.0f ? 1.0f : -1.0f;
else
s = m[2][1] / sin(phi) >= 0.0f ? 1.0f : -1.0f;
theta = atan2(s * abssintheta, m[2][2]);
}
else
{
psi = 0.0f;
if (m[2][2] > 0.0f)
{
theta = 0.0f;
phi = atan2(m[0][1], m[0][0]);
}
else
{
theta = PI;
phi = atan2(m[0][1], m[0][0]);
}
}
return tfloat3(phi, theta, psi);
}
tfloat3 EulerFromMatrix(glm::mat3 m)
{
// In glm, m[x][y] is element at column x, row y
float phi = 0.0f, theta = 0.0f, psi = 0.0f;
float abssintheta = sqrt(m[2][0] * m[2][0] + m[2][1] * m[2][1]);
if (abssintheta > 0.00001f)
{
psi = PI - atan2(m[1][2], m[0][2]);
phi = PI - atan2(m[2][1], -m[2][0]);
float s;
if (sin(phi) == 0.0f)
s = -m[2][0] / cos(phi) >= 0.0f ? 1.0f : -1.0f;
else
s = m[2][1] / sin(phi) >= 0.0f ? 1.0f : -1.0f;
theta = atan2(s * abssintheta, m[2][2]);
}
else
{
psi = 0.0f;
if (m[2][2] > 0.0f)
{
theta = 0.0f;
phi = atan2(m[0][1], m[0][0]);
}
else
{
theta = PI;
phi = atan2(m[0][1], m[0][0]);
}
}
return tfloat3(phi, theta, psi);
}
tfloat3 EulerInverse(tfloat3 angles)
{
return tfloat3(-angles.z, -angles.y, -angles.x);
}
float EulerCompare(tfloat3 angles1, tfloat3 angles2)
{
glm::mat3 m1 = Matrix3Euler(angles1);
glm::mat3 m2 = Matrix3Euler(angles2);
glm::vec3 v1 = glm::normalize(m1 * glm::vec3(1, 1, 1));
glm::vec3 v2 = glm::normalize(m2 * glm::vec3(1, 1, 1));
return glm::dot(v1, v2);
}
glm::vec3 ViewVectorFromPolar(tfloat3 polar)
{
glm::mat3 mforvec = Matrix3RotationZ(polar.z) * Matrix3RotationY(polar.y) * Matrix3RotationX(polar.x);
glm::vec3 v = mforvec * glm::vec3(0, 0, 1);
return v;
}
glm::mat3 Matrix3PolarViewVector(tfloat3 polar, tfloat alpha)
{
glm::vec3 v = ViewVectorFromPolar(polar);
tfloat sa = sin(alpha), ca = cos(alpha);
glm::mat3 rotation = glm::mat3(ca + v.x * v.x * (1.0f - ca),
v.y * v.x * (1.0f - ca) + v.z * sa,
v.z * v.x * (1.0f - ca) - v.y * sa,
v.x * v.y * (1.0f - ca) - v.z * sa,
ca + v.y * v.y * (1.0f - ca),
v.z * v.y * (1.0f - ca) + v.x * sa,
v.x * v.z * (1.0f - ca) + v.y * sa,
v.y * v.z * (1.0f - ca) - v.x * sa,
ca + v.z * v.z * (1.0f - ca));
return rotation;
}
glm::mat4 Matrix4PolarViewVector(tfloat3 vector, tfloat alpha)
{
glm::mat3 mforvec = Matrix3RotationZ(vector.z) * Matrix3RotationY(vector.y) * Matrix3RotationX(vector.x);
glm::vec3 v = mforvec * glm::vec3(0, 0, 1);
tfloat sa = sin(alpha), ca = cos(alpha);
glm::mat4 rotation = glm::mat4(ca + v.x * v.x * (1.0f - ca),
v.y * v.x * (1.0f - ca) + v.z * sa,
v.z * v.x * (1.0f - ca) - v.y * sa,
0.0f,
v.x * v.y * (1.0f - ca) - v.z * sa,
ca + v.y * v.y * (1.0f - ca),
v.z * v.y * (1.0f - ca) + v.x * sa,
0.0f,
v.x * v.z * (1.0f - ca) + v.y * sa,
v.y * v.z * (1.0f - ca) - v.x * sa,
ca + v.z * v.z * (1.0f - ca),
0.0f,
0.0f,
0.0f,
0.0f,
1.0f);
return rotation;
}
tfloat3 EulerFromViewVector(glm::vec3 view)
{
tfloat theta = acos(view.z);
tfloat phi = atan2(view.y, view.x);
return tfloat3(phi, theta, (tfloat)0);
}
tfloat3 EulerFromPolarViewVector(tfloat3 polar, tfloat alpha)
{
glm::vec3 view = ViewVectorFromPolar(polar);
tfloat3 euler = EulerFromViewVector(view);
euler.z = alpha;
return euler;
}
tfloat3 PolarViewVectorFromEuler(tfloat3 euler)
{
return tfloat3(0.0f, euler.y, euler.z);
}
glm::mat4 Matrix4Translation(tfloat3 translation)
{
return glm::mat4(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, translation.x, translation.y, translation.z, 1);
}
glm::mat4 Matrix4Scale(tfloat3 scale)
{
return glm::mat4(scale.x, 0, 0, 0, 0, scale.y, 0, 0, 0, 0, scale.z, 0, 0, 0, 0, 1);
}
glm::mat4 Matrix4RotationX(tfloat angle)
{
double c = cos(angle);
double s = sin(angle);
return glm::mat4(1, 0, 0, 0, 0, c, s, 0, 0, -s, c, 0, 0, 0, 0, 1);
}
glm::mat4 Matrix4RotationY(tfloat angle)
{
double c = cos(angle);
double s = sin(angle);
return glm::mat4(c, 0, -s, 0, 0, 1, 0, 0, s, 0, c, 0, 0, 0, 0, 1);
}
glm::mat4 Matrix4RotationZ(tfloat angle)
{
double c = cos(angle);
double s = sin(angle);
return glm::mat4(c, s, 0, 0, -s, c, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
}
glm::mat3 Matrix3Translation(tfloat2 translation)
{
return glm::mat3(1, 0, 0, 0, 1, 0, translation.x, translation.y, 1);
}
glm::mat3 Matrix3Scale(tfloat3 scale)
{
return glm::mat3(scale.x, 0, 0, 0, scale.y, 0, 0, 0, scale.z);
}
glm::mat3 Matrix3RotationX(tfloat angle)
{
double c = cos(angle);
double s = sin(angle);
return glm::mat3(1, 0, 0, 0, c, s, 0, -s, c);
}
glm::mat3 Matrix3RotationY(tfloat angle)
{
double c = cos(angle);
double s = sin(angle);
return glm::mat3(c, 0, -s, 0, 1, 0, s, 0, c);
}
glm::mat3 Matrix3RotationZ(tfloat angle)
{
double c = cos(angle);
double s = sin(angle);
return glm::mat3(c, s, 0, -s, c, 0, 0, 0, 1);
}
glm::mat3 Matrix3RotationCustom(tfloat3 axis, tfloat angle)
{
double c = cos(angle);
double c1 = 1.0 - c;
double s = sin(angle);
return glm::mat3(
c + axis.x + axis.x * c1,
axis.y * axis.x * c1 + axis.z * s,
axis.z * axis.x * c1 - axis.y * s,
axis.x * axis.y * c1 - axis.z * s,
c + axis.y * axis.y * c1,
axis.z * axis.y * c1 + axis.x * s,
axis.x * axis.z * c1 + axis.y * s,
axis.y * axis.z * c1 - axis.x * s,
c + axis.z * axis.z * c1
);
}
glm::mat3 Matrix3RotationInPlaneAxis(tfloat axisangle, tfloat rotationangle)
{
return Matrix3RotationCustom(tfloat3(cos(axisangle), sin(axisangle), 0.0), rotationangle);
}
glm::mat2 Matrix2Scale(tfloat2 scale)
{
return glm::mat2(scale.x, 0, 0, scale.y);
}
glm::mat2 Matrix2Rotation(tfloat angle)
{
double c = cos(angle);
double s = sin(angle);
return glm::mat2(c, s, -s, c);
}
}