/* ** Command & Conquer Generals Zero Hour(tm) ** Copyright 2025 Electronic Arts Inc. ** ** This program is free software: you can redistribute it and/or modify ** it under the terms of the GNU General Public License as published by ** the Free Software Foundation, either version 3 of the License, or ** (at your option) any later version. ** ** This program is distributed in the hope that it will be useful, ** but WITHOUT ANY WARRANTY; without even the implied warranty of ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ** GNU General Public License for more details. ** ** You should have received a copy of the GNU General Public License ** along with this program. If not, see . */ /* $Header: /Commando/Code/Tools/max2w3d/EULER.H 3 10/28/97 6:08p Greg_h $ */ /*********************************************************************************************** *** Confidential - Westwood Studios *** *********************************************************************************************** * * * Project Name : Commando / G 3D Engine * * * * $Archive:: /Commando/Code/Tools/max2w3d/EULER.H $* * * * $Author:: Greg_h $* * * * $Modtime:: 10/14/97 3:08p $* * * * $Revision:: 3 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #ifndef EULER_H #define EULER_H #include /********************************************************************* Euler Order Types When creating an EulerAngles object, use one of the below constants to describe the axis convention. XYZ - order of the axes s/r - whether the rotations are applied to the static or rotating frame. *********************************************************************/ /* static axes */ extern int EulerOrderXYZs; extern int EulerOrderXYXs; extern int EulerOrderXZYs; extern int EulerOrderXZXs; extern int EulerOrderYZXs; extern int EulerOrderYZYs; extern int EulerOrderYXZs; extern int EulerOrderYXYs; extern int EulerOrderZXYs; extern int EulerOrderZXZs; extern int EulerOrderZYXs; extern int EulerOrderZYZs; /* rotating axes */ extern int EulerOrderXYZr; extern int EulerOrderXYXr; extern int EulerOrderXZYr; extern int EulerOrderXZXr; extern int EulerOrderYZXr; extern int EulerOrderYZYr; extern int EulerOrderYXZr; extern int EulerOrderYXYr; extern int EulerOrderZXYr; extern int EulerOrderZXZr; extern int EulerOrderZYXr; extern int EulerOrderZYZr; /********************************************************************* EulerAnglesClass The purpose for this class is mainly for conversion. You can choose a convention for the order of your rotations and then convert matrices into a set of euler angles. This implementation is based on the code in Graphics Gems IV by Ken Shoemake. The original article is on page 222. *********************************************************************/ class EulerAnglesClass { public: EulerAnglesClass(void) : Order(0) { Angle[0] = 0.0; Angle[1] = 0.0; Angle[2] = 0.0; }; EulerAnglesClass(const Matrix3 & from,int order); void From_Matrix(const Matrix3 & from,int order); void To_Matrix(Matrix3 & M); double Get_Angle(int i); private: double Angle[3]; int Order; }; #endif /*EULER_H*/