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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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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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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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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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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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//
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//////////////////////////////////////////////////////////////////////////
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// EULER STUFF
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// See Gems IV, Ken Shoemake
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//////////////////////////////////////////////////////////////////////////
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//
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#include <cfloat> // for FLT_EPSILON
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#include <cmath>
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#include "hsEuler.h"
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#include "hsQuat.h"
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#include "hsMatrix44.h"
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enum QuatPart
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{
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X, Y, Z, W
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};
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//
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// Construct quaternion from Euler angles (in radians).
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//
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void hsEuler::GetQuat(hsQuat* qu)
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{
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double a[3], ti, tj, th, ci, cj, ch, si, sj, sh, cc, cs, sc, ss;
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int i,j,k,h,n,s,f;
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hsEuler ea=*this; // copy
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EulGetOrd(ea.fOrder,i,j,k,h,n,s,f);
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if (f==EulFrmR)
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{
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float t = ea.fX; ea.fX = ea.fZ; ea.fZ = t;
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}
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if (n==EulParOdd)
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ea.fY = -ea.fY;
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ti = ea.fX*0.5; tj = ea.fY*0.5; th = ea.fZ*0.5;
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ci = cos(ti); cj = cos(tj); ch = cos(th);
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si = sin(ti); sj = sin(tj); sh = sin(th);
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cc = ci*ch; cs = ci*sh; sc = si*ch; ss = si*sh;
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if (s==EulRepYes)
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{
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a[i] = cj*(cs + sc); /* Could speed up with */
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a[j] = sj*(cc + ss); /* trig identities. */
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a[k] = sj*(cs - sc);
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qu->fW = static_cast<float>(cj*(cc - ss));
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}
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else
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{
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a[i] = cj*sc - sj*cs;
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a[j] = cj*ss + sj*cc;
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a[k] = cj*cs - sj*sc;
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qu->fW = static_cast<float>(cj*cc + sj*ss);
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}
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if (n==EulParOdd)
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a[j] = -a[j];
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qu->fX = static_cast<float>(a[X]);
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qu->fY = static_cast<float>(a[Y]);
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qu->fZ = static_cast<float>(a[Z]);
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}
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//
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// Construct matrix from Euler angles (in radians).
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//
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void hsEuler::GetMatrix44(hsMatrix44* mat)
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{
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double ti, tj, th, ci, cj, ch, si, sj, sh, cc, cs, sc, ss;
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int i,j,k,h,n,s,f;
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hsEuler ea=*this; // copy
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EulGetOrd(ea.fOrder,i,j,k,h,n,s,f);
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if (f==EulFrmR)
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{
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float t = ea.fX; ea.fX = ea.fZ; ea.fZ = t;
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}
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if (n==EulParOdd)
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{
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ea.fX = -ea.fX; ea.fY = -ea.fY; ea.fZ = -ea.fZ;
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}
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ti = ea.fX; tj = ea.fY; th = ea.fZ;
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ci = cos(ti); cj = cos(tj); ch = cos(th);
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si = sin(ti); sj = sin(tj); sh = sin(th);
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cc = ci*ch; cs = ci*sh; sc = si*ch; ss = si*sh;
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if (s==EulRepYes)
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{
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mat->fMap[i][i] = static_cast<float>(cj);
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mat->fMap[i][j] = static_cast<float>(sj*si);
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mat->fMap[i][k] = static_cast<float>(sj*ci);
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mat->fMap[j][i] = static_cast<float>(sj*sh);
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mat->fMap[j][j] = static_cast<float>(-cj*ss+cc);
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mat->fMap[j][k] = static_cast<float>(-cj*cs-sc);
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mat->fMap[k][i] = static_cast<float>(-sj*ch);
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mat->fMap[k][j] = static_cast<float>(cj*sc+cs);
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mat->fMap[k][k] = static_cast<float>(cj*cc-ss);
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}
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else
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{
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mat->fMap[i][i] = static_cast<float>(cj*ch);
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mat->fMap[i][j] = static_cast<float>(sj*sc-cs);
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mat->fMap[i][k] = static_cast<float>(sj*cc+ss);
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mat->fMap[j][i] = static_cast<float>(cj*sh);
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mat->fMap[j][j] = static_cast<float>(sj*ss+cc);
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mat->fMap[j][k] = static_cast<float>(sj*cs-sc);
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mat->fMap[k][i] = static_cast<float>(-sj);
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mat->fMap[k][j] = static_cast<float>(cj*si);
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mat->fMap[k][k] = static_cast<float>(cj*ci);
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}
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mat->fMap[W][X]=mat->fMap[W][Y]=mat->fMap[W][Z]=mat->fMap[X][W]=mat->fMap[Y][W]=mat->fMap[Z][W]=0.0;
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mat->fMap[W][W]=1.0;
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}
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//
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// Convert matrix to Euler angles (in radians)
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//
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void hsEuler::SetFromMatrix44(const hsMatrix44* mat, uint32_t order)
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{
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int i,j,k,h,n,s,f;
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EulGetOrd(order,i,j,k,h,n,s,f);
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if (s==EulRepYes)
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{
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double sy = sqrt(mat->fMap[i][j]*mat->fMap[i][j] + mat->fMap[i][k]*mat->fMap[i][k]);
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if (sy > 16*FLT_EPSILON)
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{
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fX = static_cast<float>(atan2(mat->fMap[i][j], mat->fMap[i][k]));
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fY = static_cast<float>(atan2(sy, (double)mat->fMap[i][i]));
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fZ = static_cast<float>(atan2(mat->fMap[j][i], -mat->fMap[k][i]));
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} else
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{
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fX = static_cast<float>(atan2(-mat->fMap[j][k], mat->fMap[j][j]));
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fY = static_cast<float>(atan2(sy, (double)mat->fMap[i][i]));
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fZ = 0;
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}
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}
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else
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{
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double cy = sqrt(mat->fMap[i][i]*mat->fMap[i][i] + mat->fMap[j][i]*mat->fMap[j][i]);
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if (cy > 16*FLT_EPSILON)
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{
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fX = static_cast<float>(atan2(mat->fMap[k][j], mat->fMap[k][k]));
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fY = static_cast<float>(atan2((double)(-mat->fMap[k][i]), cy));
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fZ = static_cast<float>(atan2(mat->fMap[j][i], mat->fMap[i][i]));
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}
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else
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{
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fX = static_cast<float>(atan2(-mat->fMap[j][k], mat->fMap[j][j]));
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fY = static_cast<float>(atan2((double)(-mat->fMap[k][i]), cy));
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fZ = 0;
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}
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}
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if (n==EulParOdd)
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{
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fX = -fX; fY = - fY; fZ = -fZ;
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}
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if (f==EulFrmR)
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{
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float t = fX; fX = fZ; fZ = t;
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}
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fOrder = order;
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}
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//
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// Convert quaternion to Euler angles (in radians)
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//
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void hsEuler::SetFromQuat(const hsQuat* q, uint32_t order)
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{
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hsMatrix44 mat;
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double Nq = q->fX*q->fX+q->fY*q->fY+q->fZ*q->fZ+q->fW*q->fW;
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double s = (Nq > 0.0) ? (2.0 / Nq) : 0.0;
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double xs = q->fX*s, ys = q->fY*s, zs = q->fZ*s;
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double wx = q->fW*xs, wy = q->fW*ys, wz = q->fW*zs;
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double xx = q->fX*xs, xy = q->fX*ys, xz = q->fX*zs;
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double yy = q->fY*ys, yz = q->fY*zs, zz = q->fZ*zs;
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mat.fMap[X][X] = static_cast<float>(1.0 - (yy + zz));
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mat.fMap[X][Y] = static_cast<float>(xy - wz);
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mat.fMap[X][Z] = static_cast<float>(xz + wy);
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mat.fMap[Y][X] = static_cast<float>(xy + wz);
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mat.fMap[Y][Y] = static_cast<float>(1.0 - (xx + zz));
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mat.fMap[Y][Z] = static_cast<float>(yz - wx);
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mat.fMap[Z][X] = static_cast<float>(xz - wy);
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mat.fMap[Z][Y] = static_cast<float>(yz + wx);
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mat.fMap[Z][Z] = static_cast<float>(1.0 - (xx + yy));
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mat.fMap[W][X] = mat.fMap[W][Y] = mat.fMap[W][Z] =
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mat.fMap[X][W] = mat.fMap[Y][W] = mat.fMap[Z][W] = 0.0;
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mat.fMap[W][W] = 1.0;
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SetFromMatrix44(&mat, order);
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}
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