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authorAaditya Dhruv <[email protected]>2026-01-25 15:10:37 -0600
committerAaditya Dhruv <[email protected]>2026-01-25 15:10:37 -0600
commit118980e02e59ff31871df59dce257075394f3533 (patch)
tree26fba4492bb4b561d21bf49b35d892a821d54fab /include/cglm/handed/euler_to_quat_lh.h
parent0e6e1245b70df4dfcba135d50e1b53d1a8ef7eb8 (diff)
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Diffstat (limited to 'include/cglm/handed/euler_to_quat_lh.h')
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diff --git a/include/cglm/handed/euler_to_quat_lh.h b/include/cglm/handed/euler_to_quat_lh.h
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+/*
+ * Copyright (c), Recep Aslantas.
+ *
+ * MIT License (MIT), http://opensource.org/licenses/MIT
+ * Full license can be found in the LICENSE file
+ */
+
+/*
+ Functions:
+ CGLM_INLINE void glm_euler_xyz_quat_lh(vec3 angles, versor dest);
+ CGLM_INLINE void glm_euler_xzy_quat_lh(vec3 angles, versor dest);
+ CGLM_INLINE void glm_euler_yxz_quat_lh(vec3 angles, versor dest);
+ CGLM_INLINE void glm_euler_yzx_quat_lh(vec3 angles, versor dest);
+ CGLM_INLINE void glm_euler_zxy_quat_lh(vec3 angles, versor dest);
+ CGLM_INLINE void glm_euler_zyx_quat_lh(vec3 angles, versor dest);
+ */
+
+/*
+ Things to note:
+ The only difference between euler to quat rh vs lh is that the zsin part is negative
+ */
+
+#ifndef cglm_euler_to_quat_lh_h
+#define cglm_euler_to_quat_lh_h
+
+#include "../common.h"
+
+
+/*!
+ * @brief creates NEW quaternion using rotation angles and does
+ * rotations in x y z order in left hand (roll pitch yaw)
+ *
+ * @param[in] angles angles x y z (radians)
+ * @param[out] dest quaternion
+ */
+CGLM_INLINE
+void
+glm_euler_xyz_quat_lh(vec3 angles, versor dest) {
+ float xc, yc, zc,
+ xs, ys, zs;
+
+ xs = sinf(angles[0] * 0.5f); xc = cosf(angles[0] * 0.5f);
+ ys = sinf(angles[1] * 0.5f); yc = cosf(angles[1] * 0.5f);
+ zs = -sinf(angles[2] * 0.5f); zc = cosf(angles[2] * 0.5f);
+
+ dest[0] = xc * ys * zs + xs * yc * zc;
+ dest[1] = xc * ys * zc - xs * yc * zs;
+ dest[2] = xc * yc * zs + xs * ys * zc;
+ dest[3] = xc * yc * zc - xs * ys * zs;
+}
+
+/*!
+ * @brief creates NEW quaternion using rotation angles and does
+ * rotations in x z y order in left hand (roll yaw pitch)
+ *
+ * @param[in] angles angles x y z (radians)
+ * @param[out] dest quaternion
+ */
+CGLM_INLINE
+void
+glm_euler_xzy_quat_lh(vec3 angles, versor dest) {
+ float xc, yc, zc,
+ xs, ys, zs;
+
+ xs = sinf(angles[0] * 0.5f); xc = cosf(angles[0] * 0.5f);
+ ys = sinf(angles[1] * 0.5f); yc = cosf(angles[1] * 0.5f);
+ zs = -sinf(angles[2] * 0.5f); zc = cosf(angles[2] * 0.5f);
+
+ dest[0] = -xc * zs * ys + xs * zc * yc;
+ dest[1] = xc * zc * ys - xs * zs * yc;
+ dest[2] = xc * zs * yc + xs * zc * ys;
+ dest[3] = xc * zc * yc + xs * zs * ys;
+}
+
+/*!
+ * @brief creates NEW quaternion using rotation angles and does
+ * rotations in y x z order in left hand (pitch roll yaw)
+ *
+ * @param[in] angles angles x y z (radians)
+ * @param[out] dest quaternion
+ */
+CGLM_INLINE
+void
+glm_euler_yxz_quat_lh(vec3 angles, versor dest) {
+ float xc, yc, zc,
+ xs, ys, zs;
+
+ xs = sinf(angles[0] * 0.5f); xc = cosf(angles[0] * 0.5f);
+ ys = sinf(angles[1] * 0.5f); yc = cosf(angles[1] * 0.5f);
+ zs = -sinf(angles[2] * 0.5f); zc = cosf(angles[2] * 0.5f);
+
+ dest[0] = yc * xs * zc + ys * xc * zs;
+ dest[1] = -yc * xs * zs + ys * xc * zc;
+ dest[2] = yc * xc * zs - ys * xs * zc;
+ dest[3] = yc * xc * zc + ys * xs * zs;
+}
+
+/*!
+ * @brief creates NEW quaternion using rotation angles and does
+ * rotations in y z x order in left hand (pitch yaw roll)
+ *
+ * @param[in] angles angles x y z (radians)
+ * @param[out] dest quaternion
+ */
+CGLM_INLINE
+void
+glm_euler_yzx_quat_lh(vec3 angles, versor dest) {
+ float xc, yc, zc,
+ xs, ys, zs;
+
+ xs = sinf(angles[0] * 0.5f); xc = cosf(angles[0] * 0.5f);
+ ys = sinf(angles[1] * 0.5f); yc = cosf(angles[1] * 0.5f);
+ zs = -sinf(angles[2] * 0.5f); zc = cosf(angles[2] * 0.5f);
+
+ dest[0] = yc * zc * xs + ys * zs * xc;
+ dest[1] = yc * zs * xs + ys * zc * xc;
+ dest[2] = yc * zs * xc - ys * zc * xs;
+ dest[3] = yc * zc * xc - ys * zs * xs;
+}
+
+/*!
+ * @brief creates NEW quaternion using rotation angles and does
+ * rotations in z x y order in left hand (yaw roll pitch)
+ *
+ * @param[in] angles angles x y z (radians)
+ * @param[out] dest quaternion
+ */
+CGLM_INLINE
+void
+glm_euler_zxy_quat_lh(vec3 angles, versor dest) {
+ float xc, yc, zc,
+ xs, ys, zs;
+
+ xs = sinf(angles[0] * 0.5f); xc = cosf(angles[0] * 0.5f);
+ ys = sinf(angles[1] * 0.5f); yc = cosf(angles[1] * 0.5f);
+ zs = -sinf(angles[2] * 0.5f); zc = cosf(angles[2] * 0.5f);
+
+ dest[0] = zc * xs * yc - zs * xc * ys;
+ dest[1] = zc * xc * ys + zs * xs * yc;
+ dest[2] = zc * xs * ys + zs * xc * yc;
+ dest[3] = zc * xc * yc - zs * xs * ys;
+}
+
+/*!
+ * @brief creates NEW quaternion using rotation angles and does
+ * rotations in z y x order in left hand (yaw pitch roll)
+ *
+ * @param[in] angles angles x y z (radians)
+ * @param[out] dest quaternion
+ */
+CGLM_INLINE
+void
+glm_euler_zyx_quat_lh(vec3 angles, versor dest) {
+ float xc, yc, zc,
+ xs, ys, zs;
+
+ xs = sinf(angles[0] * 0.5f); xc = cosf(angles[0] * 0.5f);
+ ys = sinf(angles[1] * 0.5f); yc = cosf(angles[1] * 0.5f);
+ zs = -sinf(angles[2] * 0.5f); zc = cosf(angles[2] * 0.5f);
+
+ dest[0] = zc * yc * xs - zs * ys * xc;
+ dest[1] = zc * ys * xc + zs * yc * xs;
+ dest[2] = -zc * ys * xs + zs * yc * xc;
+ dest[3] = zc * yc * xc + zs * ys * xs;
+}
+
+#endif /*cglm_euler_to_quat_lh_h*/