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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
+ */
+
+/*
+ NOTE:
+ angles must be passed as [X-Angle, Y-Angle, Z-angle] order
+ For instance you don't pass angles as [Z-Angle, X-Angle, Y-angle] to
+ glm_euler_zxy function, All RELATED functions accept angles same order
+ which is [X, Y, Z].
+ */
+
+/*
+ Types:
+ enum glm_euler_seq
+
+ Functions:
+ CGLM_INLINE glm_euler_seq glm_euler_order(int newOrder[3]);
+ CGLM_INLINE void glm_euler_angles(mat4 m, vec3 dest);
+ CGLM_INLINE void glm_euler(vec3 angles, mat4 dest);
+ CGLM_INLINE void glm_euler_xyz(vec3 angles, mat4 dest);
+ CGLM_INLINE void glm_euler_zyx(vec3 angles, mat4 dest);
+ CGLM_INLINE void glm_euler_zxy(vec3 angles, mat4 dest);
+ CGLM_INLINE void glm_euler_xzy(vec3 angles, mat4 dest);
+ CGLM_INLINE void glm_euler_yzx(vec3 angles, mat4 dest);
+ CGLM_INLINE void glm_euler_yxz(vec3 angles, mat4 dest);
+ CGLM_INLINE void glm_euler_by_order(vec3 angles,
+ glm_euler_seq ord,
+ mat4 dest);
+ CGLM_INLINE void glm_euler_xyz_quat(vec3 angles, versor dest);
+ CGLM_INLINE void glm_euler_xzy_quat(vec3 angles, versor dest);
+ CGLM_INLINE void glm_euler_yxz_quat(vec3 angles, versor dest);
+ CGLM_INLINE void glm_euler_yzx_quat(vec3 angles, versor dest);
+ CGLM_INLINE void glm_euler_zxy_quat(vec3 angles, versor dest);
+ CGLM_INLINE void glm_euler_zyx_quat(vec3 angles, versor dest);
+ */
+
+#ifndef cglm_euler_h
+#define cglm_euler_h
+
+#include "common.h"
+
+#ifdef CGLM_FORCE_LEFT_HANDED
+# include "handed/euler_to_quat_lh.h"
+#else
+# include "handed/euler_to_quat_rh.h"
+#endif
+
+
+#ifndef CGLM_CLIPSPACE_INCLUDE_ALL
+# if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
+# include "clipspace/ortho_lh_zo.h"
+# include "clipspace/persp_lh_zo.h"
+# include "clipspace/view_lh_zo.h"
+# elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
+# include "clipspace/ortho_lh_no.h"
+# include "clipspace/persp_lh_no.h"
+# include "clipspace/view_lh_no.h"
+# elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
+# include "clipspace/ortho_rh_zo.h"
+# include "clipspace/persp_rh_zo.h"
+# include "clipspace/view_rh_zo.h"
+# elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
+# include "clipspace/ortho_rh_no.h"
+# include "clipspace/persp_rh_no.h"
+# include "clipspace/view_rh_no.h"
+# endif
+#else
+# include "clipspace/ortho_lh_zo.h"
+# include "clipspace/persp_lh_zo.h"
+# include "clipspace/ortho_lh_no.h"
+# include "clipspace/persp_lh_no.h"
+# include "clipspace/ortho_rh_zo.h"
+# include "clipspace/persp_rh_zo.h"
+# include "clipspace/ortho_rh_no.h"
+# include "clipspace/persp_rh_no.h"
+# include "clipspace/view_lh_zo.h"
+# include "clipspace/view_lh_no.h"
+# include "clipspace/view_rh_zo.h"
+# include "clipspace/view_rh_no.h"
+#endif
+
+
+/*!
+ * if you have axis order like vec3 orderVec = [0, 1, 2] or [0, 2, 1]...
+ * vector then you can convert it to this enum by doing this:
+ * @code
+ * glm_euler_seq order;
+ * order = orderVec[0] | orderVec[1] << 2 | orderVec[2] << 4;
+ * @endcode
+ * you may need to explicit cast if required
+ */
+typedef enum glm_euler_seq {
+ GLM_EULER_XYZ = 0 << 0 | 1 << 2 | 2 << 4,
+ GLM_EULER_XZY = 0 << 0 | 2 << 2 | 1 << 4,
+ GLM_EULER_YZX = 1 << 0 | 2 << 2 | 0 << 4,
+ GLM_EULER_YXZ = 1 << 0 | 0 << 2 | 2 << 4,
+ GLM_EULER_ZXY = 2 << 0 | 0 << 2 | 1 << 4,
+ GLM_EULER_ZYX = 2 << 0 | 1 << 2 | 0 << 4
+} glm_euler_seq;
+
+CGLM_INLINE
+glm_euler_seq
+glm_euler_order(int ord[3]) {
+ return (glm_euler_seq)(ord[0] << 0 | ord[1] << 2 | ord[2] << 4);
+}
+
+/*!
+ * @brief extract euler angles (in radians) using xyz order
+ *
+ * @param[in] m affine transform
+ * @param[out] dest angles vector [x, y, z]
+ */
+CGLM_INLINE
+void
+glm_euler_angles(mat4 m, vec3 dest) {
+ float m00, m01, m10, m11, m20, m21, m22;
+ float thetaX, thetaY, thetaZ;
+
+ m00 = m[0][0]; m10 = m[1][0]; m20 = m[2][0];
+ m01 = m[0][1]; m11 = m[1][1]; m21 = m[2][1];
+ m22 = m[2][2];
+
+ if (m20 < 1.0f) {
+ if (m20 > -1.0f) {
+ thetaY = asinf(m20);
+ thetaX = atan2f(-m21, m22);
+ thetaZ = atan2f(-m10, m00);
+ } else { /* m20 == -1 */
+ /* Not a unique solution */
+ thetaY = -GLM_PI_2f;
+ thetaX = -atan2f(m01, m11);
+ thetaZ = 0.0f;
+ }
+ } else { /* m20 == +1 */
+ thetaY = GLM_PI_2f;
+ thetaX = atan2f(m01, m11);
+ thetaZ = 0.0f;
+ }
+
+ dest[0] = thetaX;
+ dest[1] = thetaY;
+ dest[2] = thetaZ;
+}
+
+/*!
+ * @brief build rotation matrix from euler angles
+ *
+ * @param[in] angles angles as vector [Xangle, Yangle, Zangle]
+ * @param[out] dest rotation matrix
+ */
+CGLM_INLINE
+void
+glm_euler_xyz(vec3 angles, mat4 dest) {
+ float cx, cy, cz,
+ sx, sy, sz, czsx, cxcz, sysz;
+
+ sx = sinf(angles[0]); cx = cosf(angles[0]);
+ sy = sinf(angles[1]); cy = cosf(angles[1]);
+ sz = sinf(angles[2]); cz = cosf(angles[2]);
+
+ czsx = cz * sx;
+ cxcz = cx * cz;
+ sysz = sy * sz;
+
+ dest[0][0] = cy * cz;
+ dest[0][1] = czsx * sy + cx * sz;
+ dest[0][2] = -cxcz * sy + sx * sz;
+ dest[1][0] = -cy * sz;
+ dest[1][1] = cxcz - sx * sysz;
+ dest[1][2] = czsx + cx * sysz;
+ dest[2][0] = sy;
+ dest[2][1] = -cy * sx;
+ dest[2][2] = cx * cy;
+ dest[0][3] = 0.0f;
+ dest[1][3] = 0.0f;
+ dest[2][3] = 0.0f;
+ dest[3][0] = 0.0f;
+ dest[3][1] = 0.0f;
+ dest[3][2] = 0.0f;
+ dest[3][3] = 1.0f;
+}
+
+/*!
+ * @brief build rotation matrix from euler angles
+ *
+ * @param[in] angles angles as vector [Xangle, Yangle, Zangle]
+ * @param[out] dest rotation matrix
+ */
+CGLM_INLINE
+void
+glm_euler(vec3 angles, mat4 dest) {
+ glm_euler_xyz(angles, dest);
+}
+
+/*!
+ * @brief build rotation matrix from euler angles
+ *
+ * @param[in] angles angles as vector [Xangle, Yangle, Zangle]
+ * @param[out] dest rotation matrix
+ */
+CGLM_INLINE
+void
+glm_euler_xzy(vec3 angles, mat4 dest) {
+ float cx, cy, cz,
+ sx, sy, sz, sxsy, cysx, cxsy, cxcy;
+
+ sx = sinf(angles[0]); cx = cosf(angles[0]);
+ sy = sinf(angles[1]); cy = cosf(angles[1]);
+ sz = sinf(angles[2]); cz = cosf(angles[2]);
+
+ sxsy = sx * sy;
+ cysx = cy * sx;
+ cxsy = cx * sy;
+ cxcy = cx * cy;
+
+ dest[0][0] = cy * cz;
+ dest[0][1] = sxsy + cxcy * sz;
+ dest[0][2] = -cxsy + cysx * sz;
+ dest[1][0] = -sz;
+ dest[1][1] = cx * cz;
+ dest[1][2] = cz * sx;
+ dest[2][0] = cz * sy;
+ dest[2][1] = -cysx + cxsy * sz;
+ dest[2][2] = cxcy + sxsy * sz;
+ dest[0][3] = 0.0f;
+ dest[1][3] = 0.0f;
+ dest[2][3] = 0.0f;
+ dest[3][0] = 0.0f;
+ dest[3][1] = 0.0f;
+ dest[3][2] = 0.0f;
+ dest[3][3] = 1.0f;
+}
+
+/*!
+ * @brief build rotation matrix from euler angles
+ *
+ * @param[in] angles angles as vector [Xangle, Yangle, Zangle]
+ * @param[out] dest rotation matrix
+ */
+CGLM_INLINE
+void
+glm_euler_yxz(vec3 angles, mat4 dest) {
+ float cx, cy, cz,
+ sx, sy, sz, cycz, sysz, czsy, cysz;
+
+ sx = sinf(angles[0]); cx = cosf(angles[0]);
+ sy = sinf(angles[1]); cy = cosf(angles[1]);
+ sz = sinf(angles[2]); cz = cosf(angles[2]);
+
+ cycz = cy * cz;
+ sysz = sy * sz;
+ czsy = cz * sy;
+ cysz = cy * sz;
+
+ dest[0][0] = cycz + sx * sysz;
+ dest[0][1] = cx * sz;
+ dest[0][2] = -czsy + cysz * sx;
+ dest[1][0] = -cysz + czsy * sx;
+ dest[1][1] = cx * cz;
+ dest[1][2] = cycz * sx + sysz;
+ dest[2][0] = cx * sy;
+ dest[2][1] = -sx;
+ dest[2][2] = cx * cy;
+ dest[0][3] = 0.0f;
+ dest[1][3] = 0.0f;
+ dest[2][3] = 0.0f;
+ dest[3][0] = 0.0f;
+ dest[3][1] = 0.0f;
+ dest[3][2] = 0.0f;
+ dest[3][3] = 1.0f;
+}
+
+/*!
+ * @brief build rotation matrix from euler angles
+ *
+ * @param[in] angles angles as vector [Xangle, Yangle, Zangle]
+ * @param[out] dest rotation matrix
+ */
+CGLM_INLINE
+void
+glm_euler_yzx(vec3 angles, mat4 dest) {
+ float cx, cy, cz,
+ sx, sy, sz, sxsy, cxcy, cysx, cxsy;
+
+ sx = sinf(angles[0]); cx = cosf(angles[0]);
+ sy = sinf(angles[1]); cy = cosf(angles[1]);
+ sz = sinf(angles[2]); cz = cosf(angles[2]);
+
+ sxsy = sx * sy;
+ cxcy = cx * cy;
+ cysx = cy * sx;
+ cxsy = cx * sy;
+
+ dest[0][0] = cy * cz;
+ dest[0][1] = sz;
+ dest[0][2] = -cz * sy;
+ dest[1][0] = sxsy - cxcy * sz;
+ dest[1][1] = cx * cz;
+ dest[1][2] = cysx + cxsy * sz;
+ dest[2][0] = cxsy + cysx * sz;
+ dest[2][1] = -cz * sx;
+ dest[2][2] = cxcy - sxsy * sz;
+ dest[0][3] = 0.0f;
+ dest[1][3] = 0.0f;
+ dest[2][3] = 0.0f;
+ dest[3][0] = 0.0f;
+ dest[3][1] = 0.0f;
+ dest[3][2] = 0.0f;
+ dest[3][3] = 1.0f;
+}
+
+/*!
+ * @brief build rotation matrix from euler angles
+ *
+ * @param[in] angles angles as vector [Xangle, Yangle, Zangle]
+ * @param[out] dest rotation matrix
+ */
+CGLM_INLINE
+void
+glm_euler_zxy(vec3 angles, mat4 dest) {
+ float cx, cy, cz,
+ sx, sy, sz, cycz, sxsy, cysz;
+
+ sx = sinf(angles[0]); cx = cosf(angles[0]);
+ sy = sinf(angles[1]); cy = cosf(angles[1]);
+ sz = sinf(angles[2]); cz = cosf(angles[2]);
+
+ cycz = cy * cz;
+ sxsy = sx * sy;
+ cysz = cy * sz;
+
+ dest[0][0] = cycz - sxsy * sz;
+ dest[0][1] = cz * sxsy + cysz;
+ dest[0][2] = -cx * sy;
+ dest[1][0] = -cx * sz;
+ dest[1][1] = cx * cz;
+ dest[1][2] = sx;
+ dest[2][0] = cz * sy + cysz * sx;
+ dest[2][1] = -cycz * sx + sy * sz;
+ dest[2][2] = cx * cy;
+ dest[0][3] = 0.0f;
+ dest[1][3] = 0.0f;
+ dest[2][3] = 0.0f;
+ dest[3][0] = 0.0f;
+ dest[3][1] = 0.0f;
+ dest[3][2] = 0.0f;
+ dest[3][3] = 1.0f;
+}
+
+/*!
+ * @brief build rotation matrix from euler angles
+ *
+ * @param[in] angles angles as vector [Xangle, Yangle, Zangle]
+ * @param[out] dest rotation matrix
+ */
+CGLM_INLINE
+void
+glm_euler_zyx(vec3 angles, mat4 dest) {
+ float cx, cy, cz,
+ sx, sy, sz, czsx, cxcz, sysz;
+
+ sx = sinf(angles[0]); cx = cosf(angles[0]);
+ sy = sinf(angles[1]); cy = cosf(angles[1]);
+ sz = sinf(angles[2]); cz = cosf(angles[2]);
+
+ czsx = cz * sx;
+ cxcz = cx * cz;
+ sysz = sy * sz;
+
+ dest[0][0] = cy * cz;
+ dest[0][1] = cy * sz;
+ dest[0][2] = -sy;
+ dest[1][0] = czsx * sy - cx * sz;
+ dest[1][1] = cxcz + sx * sysz;
+ dest[1][2] = cy * sx;
+ dest[2][0] = cxcz * sy + sx * sz;
+ dest[2][1] = -czsx + cx * sysz;
+ dest[2][2] = cx * cy;
+ dest[0][3] = 0.0f;
+ dest[1][3] = 0.0f;
+ dest[2][3] = 0.0f;
+ dest[3][0] = 0.0f;
+ dest[3][1] = 0.0f;
+ dest[3][2] = 0.0f;
+ dest[3][3] = 1.0f;
+}
+
+/*!
+ * @brief build rotation matrix from euler angles
+ *
+ * @param[in] angles angles as vector [Xangle, Yangle, Zangle]
+ * @param[in] ord euler order
+ * @param[out] dest rotation matrix
+ */
+CGLM_INLINE
+void
+glm_euler_by_order(vec3 angles, glm_euler_seq ord, mat4 dest) {
+ float cx, cy, cz,
+ sx, sy, sz;
+
+ float cycz, cysz, cysx, cxcy,
+ czsy, cxcz, czsx, cxsz,
+ sysz;
+
+ sx = sinf(angles[0]); cx = cosf(angles[0]);
+ sy = sinf(angles[1]); cy = cosf(angles[1]);
+ sz = sinf(angles[2]); cz = cosf(angles[2]);
+
+ cycz = cy * cz; cysz = cy * sz;
+ cysx = cy * sx; cxcy = cx * cy;
+ czsy = cz * sy; cxcz = cx * cz;
+ czsx = cz * sx; cxsz = cx * sz;
+ sysz = sy * sz;
+
+ switch (ord) {
+ case GLM_EULER_XZY:
+ dest[0][0] = cycz;
+ dest[0][1] = sx * sy + cx * cysz;
+ dest[0][2] = -cx * sy + cysx * sz;
+ dest[1][0] = -sz;
+ dest[1][1] = cxcz;
+ dest[1][2] = czsx;
+ dest[2][0] = czsy;
+ dest[2][1] = -cysx + cx * sysz;
+ dest[2][2] = cxcy + sx * sysz;
+ break;
+ case GLM_EULER_XYZ:
+ dest[0][0] = cycz;
+ dest[0][1] = czsx * sy + cxsz;
+ dest[0][2] = -cx * czsy + sx * sz;
+ dest[1][0] = -cysz;
+ dest[1][1] = cxcz - sx * sysz;
+ dest[1][2] = czsx + cx * sysz;
+ dest[2][0] = sy;
+ dest[2][1] = -cysx;
+ dest[2][2] = cxcy;
+ break;
+ case GLM_EULER_YXZ:
+ dest[0][0] = cycz + sx * sysz;
+ dest[0][1] = cxsz;
+ dest[0][2] = -czsy + cysx * sz;
+ dest[1][0] = czsx * sy - cysz;
+ dest[1][1] = cxcz;
+ dest[1][2] = cycz * sx + sysz;
+ dest[2][0] = cx * sy;
+ dest[2][1] = -sx;
+ dest[2][2] = cxcy;
+ break;
+ case GLM_EULER_YZX:
+ dest[0][0] = cycz;
+ dest[0][1] = sz;
+ dest[0][2] = -czsy;
+ dest[1][0] = sx * sy - cx * cysz;
+ dest[1][1] = cxcz;
+ dest[1][2] = cysx + cx * sysz;
+ dest[2][0] = cx * sy + cysx * sz;
+ dest[2][1] = -czsx;
+ dest[2][2] = cxcy - sx * sysz;
+ break;
+ case GLM_EULER_ZXY:
+ dest[0][0] = cycz - sx * sysz;
+ dest[0][1] = czsx * sy + cysz;
+ dest[0][2] = -cx * sy;
+ dest[1][0] = -cxsz;
+ dest[1][1] = cxcz;
+ dest[1][2] = sx;
+ dest[2][0] = czsy + cysx * sz;
+ dest[2][1] = -cycz * sx + sysz;
+ dest[2][2] = cxcy;
+ break;
+ case GLM_EULER_ZYX:
+ dest[0][0] = cycz;
+ dest[0][1] = cysz;
+ dest[0][2] = -sy;
+ dest[1][0] = czsx * sy - cxsz;
+ dest[1][1] = cxcz + sx * sysz;
+ dest[1][2] = cysx;
+ dest[2][0] = cx * czsy + sx * sz;
+ dest[2][1] = -czsx + cx * sysz;
+ dest[2][2] = cxcy;
+ break;
+ }
+
+ dest[0][3] = 0.0f;
+ dest[1][3] = 0.0f;
+ dest[2][3] = 0.0f;
+ dest[3][0] = 0.0f;
+ dest[3][1] = 0.0f;
+ dest[3][2] = 0.0f;
+ dest[3][3] = 1.0f;
+}
+
+
+/*!
+ * @brief creates NEW quaternion using rotation angles and does
+ * rotations in x y z order (roll pitch yaw)
+ *
+ * @param[in] angles angles x y z (radians)
+ * @param[out] dest quaternion
+ */
+CGLM_INLINE
+void
+glm_euler_xyz_quat(vec3 angles, versor dest) {
+#ifdef CGLM_FORCE_LEFT_HANDED
+ glm_euler_xyz_quat_lh(angles, dest);
+#else
+ glm_euler_xyz_quat_rh(angles, dest);
+#endif
+}
+
+/*!
+ * @brief creates NEW quaternion using rotation angles and does
+ * rotations in x z y order (roll yaw pitch)
+ *
+ * @param[in] angles angles x y z (radians)
+ * @param[out] dest quaternion
+ */
+CGLM_INLINE
+void
+glm_euler_xzy_quat(vec3 angles, versor dest) {
+#ifdef CGLM_FORCE_LEFT_HANDED
+ glm_euler_xzy_quat_lh(angles, dest);
+#else
+ glm_euler_xzy_quat_rh(angles, dest);
+#endif
+}
+
+/*!
+ * @brief creates NEW quaternion using rotation angles and does
+ * rotations in y x z order (pitch roll yaw)
+ *
+ * @param[in] angles angles x y z (radians)
+ * @param[out] dest quaternion
+ */
+CGLM_INLINE
+void
+glm_euler_yxz_quat(vec3 angles, versor dest) {
+#ifdef CGLM_FORCE_LEFT_HANDED
+ glm_euler_yxz_quat_lh(angles, dest);
+#else
+ glm_euler_yxz_quat_rh(angles, dest);
+#endif
+}
+
+/*!
+ * @brief creates NEW quaternion using rotation angles and does
+ * rotations in y z x order (pitch yaw roll)
+ *
+ * @param[in] angles angles x y z (radians)
+ * @param[out] dest quaternion
+ */
+CGLM_INLINE
+void
+glm_euler_yzx_quat(vec3 angles, versor dest) {
+#ifdef CGLM_FORCE_LEFT_HANDED
+ glm_euler_yzx_quat_lh(angles, dest);
+#else
+ glm_euler_yzx_quat_rh(angles, dest);
+#endif
+}
+
+/*!
+ * @brief creates NEW quaternion using rotation angles and does
+ * rotations in z x y order (yaw roll pitch)
+ *
+ * @param[in] angles angles x y z (radians)
+ * @param[out] dest quaternion
+ */
+CGLM_INLINE
+void
+glm_euler_zxy_quat(vec3 angles, versor dest) {
+#ifdef CGLM_FORCE_LEFT_HANDED
+ glm_euler_zxy_quat_lh(angles, dest);
+#else
+ glm_euler_zxy_quat_rh(angles, dest);
+#endif
+}
+
+/*!
+ * @brief creates NEW quaternion using rotation angles and does
+ * rotations in z y x order (yaw pitch roll)
+ *
+ * @param[in] angles angles x y z (radians)
+ * @param[out] dest quaternion
+ */
+CGLM_INLINE
+void
+glm_euler_zyx_quat(vec3 angles, versor dest) {
+#ifdef CGLM_FORCE_LEFT_HANDED
+ glm_euler_zyx_quat_lh(angles, dest);
+#else
+ glm_euler_zyx_quat_rh(angles, dest);
+#endif
+}
+
+
+#endif /* cglm_euler_h */