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Initial commit of Command & Conquer Renegade source code.
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Code/WWMath/euler.h
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127
Code/WWMath/euler.h
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/* $Header: /Commando/Code/wwmath/euler.h 5 5/05/01 5:48p Jani_p $ */
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/***********************************************************************************************
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*** Confidential - Westwood Studios ***
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***********************************************************************************************
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* *
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* Project Name : Commando / G Math Library *
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* *
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* $Archive:: /Commando/Code/wwmath/euler.h $*
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* *
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* Author:: Greg_h *
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* *
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* $Modtime:: 5/04/01 8:37p $*
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* *
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* $Revision:: 5 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef EULER_H
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#define EULER_H
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#include "always.h"
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#include "matrix3d.h"
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#include "quat.h"
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/*********************************************************************
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Euler Order Types
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When creating an EulerAngles object, use one of the below
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constants to describe the axis convention.
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XYZ - order of the axes
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s/r - whether the rotations are applied to a static or
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rotating frame.
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*********************************************************************/
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/* static axes */
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extern int EulerOrderXYZs;
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extern int EulerOrderXYXs;
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extern int EulerOrderXZYs;
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extern int EulerOrderXZXs;
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extern int EulerOrderYZXs;
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extern int EulerOrderYZYs;
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extern int EulerOrderYXZs;
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extern int EulerOrderYXYs;
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extern int EulerOrderZXYs;
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extern int EulerOrderZXZs;
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extern int EulerOrderZYXs;
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extern int EulerOrderZYZs;
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/* rotating axes */
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extern int EulerOrderXYZr;
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extern int EulerOrderXYXr;
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extern int EulerOrderXZYr;
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extern int EulerOrderXZXr;
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extern int EulerOrderYZXr;
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extern int EulerOrderYZYr;
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extern int EulerOrderYXZr;
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extern int EulerOrderYXYr;
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extern int EulerOrderZXYr;
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extern int EulerOrderZXZr;
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extern int EulerOrderZYXr;
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extern int EulerOrderZYZr;
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/*********************************************************************
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EulerAnglesClass
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The purpose for this class is mainly for conversion. You can
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choose a convention for the order of your rotations and then
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convert matrices into a set of euler angles. You don't really
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want to use this at run-time to convert matrices into angles.
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The guts of this implementation is based on the article in Graphics
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Gems IV by Ken Shoemake. The original article is on page 222.
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*********************************************************************/
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class EulerAnglesClass
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{
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public:
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EulerAnglesClass(void) : Order(0) { Angle[0] = 0.0; Angle[1] = 0.0; Angle[2] = 0.0; };
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EulerAnglesClass(const Matrix3D & from,int order);
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void From_Matrix(const Matrix3D & from,int order);
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void To_Matrix(Matrix3D & M);
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double Get_Angle(int i);
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private:
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double Angle[3];
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int Order;
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};
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#endif /*EULER_H*/
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