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/*
Merge this code into SbRotation.cpp as SbRotation::getAsEuler(). Test!
*/
#include <Inventor/SbMatrix.h>
#include <Inventor/SbVec3f.h>
#include <Inventor/SbRotation.h>
void
matrix2euler(float mat[16], float euler[3])
{
// adapted from flipcode FAQ
// http://www.flipcode.com/documents/matrfaq.html#Q37
euler[1] = asin(mat[2]);
float C = cos( euler[1] );
float tx, ty;
if (fabs(C) > 0.005f) { // Gimball lock?
tx = mat[10] / C;
ty = -mat[6] / C;
euler[0] = atan2(ty, tx);
tx = mat[0] / C;
ty = -mat[1] / C;
euler[2] = atan2(ty, tx);
}
else {
euler[0] = 0.0f;
tx = mat[5];
ty = mat[4];
euler[2] = atan2(ty, tx);
}
}
void
quat2matrix(float quat[4], float matrix[16])
{
// adapted from Coin
const float x = quat[0];
const float y = quat[1];
const float z = quat[2];
const float w = quat[3];
matrix[0] = w*w + x*x - y*y - z*z;
matrix[4] = 2.0f*x*y + 2.0f*w*z;
matrix[8] = 2.0f*x*z - 2.0f*w*y;
matrix[12] = 0.0f;
matrix[1] = 2.0f*x*y-2.0f*w*z;
matrix[5] = w*w - x*x + y*y - z*z;
matrix[9] = 2.0f*y*z + 2.0f*w*x;
matrix[13] = 0.0f;
matrix[2] = 2.0f*x*z + 2.0f*w*y;
matrix[6] = 2.0f*y*z - 2.0f*w*x;
matrix[10] = w*w - x*x - y*y + z*z;
matrix[14] = 0.0f;
matrix[3] = 0.0f;
matrix[7] = 0.0f;
matrix[11] = 0.0f;
matrix[15] = w*w + x*x + y*y + z*z;
}
void
quat2euler(float quat[4], float euler[3])
{
float m[16];
quat2matrix(quat, m);
matrix2euler(m, euler);
}
float to_angle(float rad)
{
float angle = rad * 180.0f / float(M_PI);
return angle;
}
void print_euler(const SbRotation & rot)
{
float euler[3];
float quat[4];
const float * val = rot.getValue();
quat[0] = val[0];
quat[1] = val[1];
quat[2] = val[2];
quat[3] = val[3];
quat2euler(quat, euler);
fprintf(stderr,"rot: %g %g %g\n",
to_angle(euler[0]),
to_angle(euler[1]),
to_angle(euler[2]));
}
int main(int argc, char ** argv)
{
SbRotation rot = SbRotation::identity();
print_euler(rot);
rot.setValue(SbVec3f(0,1,0), M_PI/2);
print_euler(rot);
rot.setValue(SbVec3f(1,0,0), M_PI/2);
print_euler(rot);
rot.setValue(SbVec3f(0,0,1), M_PI/2);
print_euler(rot);
}
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