--- /dev/null
+///////////////////////////////////////////////////////////////////////////
+//
+// Copyright (c) 2002, Industrial Light & Magic, a division of Lucas
+// Digital Ltd. LLC
+//
+// All rights reserved.
+//
+// Redistribution and use in source and binary forms, with or without
+// modification, are permitted provided that the following conditions are
+// met:
+// * Redistributions of source code must retain the above copyright
+// notice, this list of conditions and the following disclaimer.
+// * Redistributions in binary form must reproduce the above
+// copyright notice, this list of conditions and the following disclaimer
+// in the documentation and/or other materials provided with the
+// distribution.
+// * Neither the name of Industrial Light & Magic nor the names of
+// its contributors may be used to endorse or promote products derived
+// from this software without specific prior written permission.
+//
+// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+//
+///////////////////////////////////////////////////////////////////////////
+
+
+
+#ifndef INCLUDED_IMATHEULER_H
+#define INCLUDED_IMATHEULER_H
+
+//----------------------------------------------------------------------
+//
+// template class Euler<T>
+//
+// This class represents euler angle orientations. The class
+// inherits from Vec3 to it can be freely cast. The additional
+// information is the euler priorities rep. This class is
+// essentially a rip off of Ken Shoemake's GemsIV code. It has
+// been modified minimally to make it more understandable, but
+// hardly enough to make it easy to grok completely.
+//
+// There are 24 possible combonations of Euler angle
+// representations of which 12 are common in CG and you will
+// probably only use 6 of these which in this scheme are the
+// non-relative-non-repeating types.
+//
+// The representations can be partitioned according to two
+// criteria:
+//
+// 1) Are the angles measured relative to a set of fixed axis
+// or relative to each other (the latter being what happens
+// when rotation matrices are multiplied together and is
+// almost ubiquitous in the cg community)
+//
+// 2) Is one of the rotations repeated (ala XYX rotation)
+//
+// When you construct a given representation from scratch you
+// must order the angles according to their priorities. So, the
+// easiest is a softimage or aerospace (yaw/pitch/roll) ordering
+// of ZYX.
+//
+// float x_rot = 1;
+// float y_rot = 2;
+// float z_rot = 3;
+//
+// Eulerf angles(z_rot, y_rot, x_rot, Eulerf::ZYX);
+// -or-
+// Eulerf angles( V3f(z_rot,y_rot,z_rot), Eulerf::ZYX );
+//
+// If instead, the order was YXZ for instance you would have to
+// do this:
+//
+// float x_rot = 1;
+// float y_rot = 2;
+// float z_rot = 3;
+//
+// Eulerf angles(y_rot, x_rot, z_rot, Eulerf::YXZ);
+// -or-
+// Eulerf angles( V3f(y_rot,x_rot,z_rot), Eulerf::YXZ );
+//
+// Notice how the order you put the angles into the three slots
+// should correspond to the enum (YXZ) ordering. The input angle
+// vector is called the "ijk" vector -- not an "xyz" vector. The
+// ijk vector order is the same as the enum. If you treat the
+// Euler<> as a Vec<> (which it inherts from) you will find the
+// angles are ordered in the same way, i.e.:
+//
+// V3f v = angles;
+// // v.x == y_rot, v.y == x_rot, v.z == z_rot
+//
+// If you just want the x, y, and z angles stored in a vector in
+// that order, you can do this:
+//
+// V3f v = angles.toXYZVector()
+// // v.x == x_rot, v.y == y_rot, v.z == z_rot
+//
+// If you want to set the Euler with an XYZVector use the
+// optional layout argument:
+//
+// Eulerf angles(x_rot, y_rot, z_rot,
+// Eulerf::YXZ,
+// Eulerf::XYZLayout);
+//
+// This is the same as:
+//
+// Eulerf angles(y_rot, x_rot, z_rot, Eulerf::YXZ);
+//
+// Note that this won't do anything intelligent if you have a
+// repeated axis in the euler angles (e.g. XYX)
+//
+// If you need to use the "relative" versions of these, you will
+// need to use the "r" enums.
+//
+// The units of the rotation angles are assumed to be radians.
+//
+//----------------------------------------------------------------------
+
+
+#include "ImathMath.h"
+#include "ImathVec.h"
+#include "ImathQuat.h"
+#include "ImathMatrix.h"
+#include "ImathLimits.h"
+#include <iostream>
+
+namespace Imath {
+
+#if (defined _WIN32 || defined _WIN64) && defined _MSC_VER
+// Disable MS VC++ warnings about conversion from double to float
+#pragma warning(disable:4244)
+#endif
+
+template <class T>
+class Euler : public Vec3<T>
+{
+ public:
+
+ using Vec3<T>::x;
+ using Vec3<T>::y;
+ using Vec3<T>::z;
+
+ enum Order
+ {
+ //
+ // All 24 possible orderings
+ //
+
+ XYZ = 0x0101, // "usual" orderings
+ XZY = 0x0001,
+ YZX = 0x1101,
+ YXZ = 0x1001,
+ ZXY = 0x2101,
+ ZYX = 0x2001,
+
+ XZX = 0x0011, // first axis repeated
+ XYX = 0x0111,
+ YXY = 0x1011,
+ YZY = 0x1111,
+ ZYZ = 0x2011,
+ ZXZ = 0x2111,
+
+ XYZr = 0x2000, // relative orderings -- not common
+ XZYr = 0x2100,
+ YZXr = 0x1000,
+ YXZr = 0x1100,
+ ZXYr = 0x0000,
+ ZYXr = 0x0100,
+
+ XZXr = 0x2110, // relative first axis repeated
+ XYXr = 0x2010,
+ YXYr = 0x1110,
+ YZYr = 0x1010,
+ ZYZr = 0x0110,
+ ZXZr = 0x0010,
+ // ||||
+ // VVVV
+ // Legend: ABCD
+ // A -> Initial Axis (0==x, 1==y, 2==z)
+ // B -> Parity Even (1==true)
+ // C -> Initial Repeated (1==true)
+ // D -> Frame Static (1==true)
+ //
+
+ Legal = XYZ | XZY | YZX | YXZ | ZXY | ZYX |
+ XZX | XYX | YXY | YZY | ZYZ | ZXZ |
+ XYZr| XZYr| YZXr| YXZr| ZXYr| ZYXr|
+ XZXr| XYXr| YXYr| YZYr| ZYZr| ZXZr,
+
+ Min = 0x0000,
+ Max = 0x2111,
+ Default = XYZ
+ };
+
+ enum Axis { X = 0, Y = 1, Z = 2 };
+
+ enum InputLayout { XYZLayout, IJKLayout };
+
+ //----------------------------------------------------------------
+ // Constructors -- all default to ZYX non-relative ala softimage
+ // (where there is no argument to specify it)
+ //----------------------------------------------------------------
+
+ Euler();
+ Euler(const Euler&);
+ Euler(Order p);
+ Euler(const Vec3<T> &v, Order o = Default, InputLayout l = IJKLayout);
+ Euler(T i, T j, T k, Order o = Default, InputLayout l = IJKLayout);
+ Euler(const Euler<T> &euler, Order newp);
+ Euler(const Matrix33<T> &, Order o = Default);
+ Euler(const Matrix44<T> &, Order o = Default);
+
+ //---------------------------------
+ // Algebraic functions/ Operators
+ //---------------------------------
+
+ const Euler<T>& operator= (const Euler<T>&);
+ const Euler<T>& operator= (const Vec3<T>&);
+
+ //--------------------------------------------------------
+ // Set the euler value
+ // This does NOT convert the angles, but setXYZVector()
+ // does reorder the input vector.
+ //--------------------------------------------------------
+
+ static bool legal(Order);
+
+ void setXYZVector(const Vec3<T> &);
+
+ Order order() const;
+ void setOrder(Order);
+
+ void set(Axis initial,
+ bool relative,
+ bool parityEven,
+ bool firstRepeats);
+
+ //---------------------------------------------------------
+ // Conversions, toXYZVector() reorders the angles so that
+ // the X rotation comes first, followed by the Y and Z
+ // in cases like XYX ordering, the repeated angle will be
+ // in the "z" component
+ //---------------------------------------------------------
+
+ void extract(const Matrix33<T>&);
+ void extract(const Matrix44<T>&);
+ void extract(const Quat<T>&);
+
+ Matrix33<T> toMatrix33() const;
+ Matrix44<T> toMatrix44() const;
+ Quat<T> toQuat() const;
+ Vec3<T> toXYZVector() const;
+
+ //---------------------------------------------------
+ // Use this function to unpack angles from ijk form
+ //---------------------------------------------------
+
+ void angleOrder(int &i, int &j, int &k) const;
+
+ //---------------------------------------------------
+ // Use this function to determine mapping from xyz to ijk
+ // - reshuffles the xyz to match the order
+ //---------------------------------------------------
+
+ void angleMapping(int &i, int &j, int &k) const;
+
+ //----------------------------------------------------------------------
+ //
+ // Utility methods for getting continuous rotations. None of these
+ // methods change the orientation given by its inputs (or at least
+ // that is the intent).
+ //
+ // angleMod() converts an angle to its equivalent in [-PI, PI]
+ //
+ // simpleXYZRotation() adjusts xyzRot so that its components differ
+ // from targetXyzRot by no more than +-PI
+ //
+ // nearestRotation() adjusts xyzRot so that its components differ
+ // from targetXyzRot by as little as possible.
+ // Note that xyz here really means ijk, because
+ // the order must be provided.
+ //
+ // makeNear() adjusts "this" Euler so that its components differ
+ // from target by as little as possible. This method
+ // might not make sense for Eulers with different order
+ // and it probably doesn't work for repeated axis and
+ // relative orderings (TODO).
+ //
+ //-----------------------------------------------------------------------
+
+ static float angleMod (T angle);
+ static void simpleXYZRotation (Vec3<T> &xyzRot,
+ const Vec3<T> &targetXyzRot);
+ static void nearestRotation (Vec3<T> &xyzRot,
+ const Vec3<T> &targetXyzRot,
+ Order order = XYZ);
+
+ void makeNear (const Euler<T> &target);
+
+ bool frameStatic() const { return _frameStatic; }
+ bool initialRepeated() const { return _initialRepeated; }
+ bool parityEven() const { return _parityEven; }
+ Axis initialAxis() const { return _initialAxis; }
+
+ protected:
+
+ bool _frameStatic : 1; // relative or static rotations
+ bool _initialRepeated : 1; // init axis repeated as last
+ bool _parityEven : 1; // "parity of axis permutation"
+#if defined _WIN32 || defined _WIN64
+ Axis _initialAxis ; // First axis of rotation
+#else
+ Axis _initialAxis : 2; // First axis of rotation
+#endif
+};
+
+
+//--------------------
+// Convenient typedefs
+//--------------------
+
+typedef Euler<float> Eulerf;
+typedef Euler<double> Eulerd;
+
+
+//---------------
+// Implementation
+//---------------
+
+template<class T>
+inline void
+ Euler<T>::angleOrder(int &i, int &j, int &k) const
+{
+ i = _initialAxis;
+ j = _parityEven ? (i+1)%3 : (i > 0 ? i-1 : 2);
+ k = _parityEven ? (i > 0 ? i-1 : 2) : (i+1)%3;
+}
+
+template<class T>
+inline void
+ Euler<T>::angleMapping(int &i, int &j, int &k) const
+{
+ int m[3];
+
+ m[_initialAxis] = 0;
+ m[(_initialAxis+1) % 3] = _parityEven ? 1 : 2;
+ m[(_initialAxis+2) % 3] = _parityEven ? 2 : 1;
+ i = m[0];
+ j = m[1];
+ k = m[2];
+}
+
+template<class T>
+inline void
+Euler<T>::setXYZVector(const Vec3<T> &v)
+{
+ int i,j,k;
+ angleMapping(i,j,k);
+ (*this)[i] = v.x;
+ (*this)[j] = v.y;
+ (*this)[k] = v.z;
+}
+
+template<class T>
+inline Vec3<T>
+Euler<T>::toXYZVector() const
+{
+ int i,j,k;
+ angleMapping(i,j,k);
+ return Vec3<T>((*this)[i],(*this)[j],(*this)[k]);
+}
+
+
+template<class T>
+Euler<T>::Euler() :
+ Vec3<T>(0,0,0),
+ _frameStatic(true),
+ _initialRepeated(false),
+ _parityEven(true),
+ _initialAxis(X)
+{}
+
+template<class T>
+Euler<T>::Euler(typename Euler<T>::Order p) :
+ Vec3<T>(0,0,0),
+ _frameStatic(true),
+ _initialRepeated(false),
+ _parityEven(true),
+ _initialAxis(X)
+{
+ setOrder(p);
+}
+
+template<class T>
+inline Euler<T>::Euler( const Vec3<T> &v,
+ typename Euler<T>::Order p,
+ typename Euler<T>::InputLayout l )
+{
+ setOrder(p);
+ if ( l == XYZLayout ) setXYZVector(v);
+ else { x = v.x; y = v.y; z = v.z; }
+}
+
+template<class T>
+inline Euler<T>::Euler(const Euler<T> &euler)
+{
+ operator=(euler);
+}
+
+template<class T>
+inline Euler<T>::Euler(const Euler<T> &euler,Order p)
+{
+ setOrder(p);
+ Matrix33<T> M = euler.toMatrix33();
+ extract(M);
+}
+
+template<class T>
+inline Euler<T>::Euler( T xi, T yi, T zi,
+ typename Euler<T>::Order p,
+ typename Euler<T>::InputLayout l)
+{
+ setOrder(p);
+ if ( l == XYZLayout ) setXYZVector(Vec3<T>(xi,yi,zi));
+ else { x = xi; y = yi; z = zi; }
+}
+
+template<class T>
+inline Euler<T>::Euler( const Matrix33<T> &M, typename Euler::Order p )
+{
+ setOrder(p);
+ extract(M);
+}
+
+template<class T>
+inline Euler<T>::Euler( const Matrix44<T> &M, typename Euler::Order p )
+{
+ setOrder(p);
+ extract(M);
+}
+
+template<class T>
+inline void Euler<T>::extract(const Quat<T> &q)
+{
+ extract(q.toMatrix33());
+}
+
+template<class T>
+void Euler<T>::extract(const Matrix33<T> &M)
+{
+ int i,j,k;
+ angleOrder(i,j,k);
+
+ if (_initialRepeated)
+ {
+ //
+ // Extract the first angle, x.
+ //
+
+ x = Math<T>::atan2 (M[j][i], M[k][i]);
+
+ //
+ // Remove the x rotation from M, so that the remaining
+ // rotation, N, is only around two axes, and gimbal lock
+ // cannot occur.
+ //
+
+ Vec3<T> r (0, 0, 0);
+ r[i] = (_parityEven? -x: x);
+
+ Matrix44<T> N;
+ N.rotate (r);
+
+ N = N * Matrix44<T> (M[0][0], M[0][1], M[0][2], 0,
+ M[1][0], M[1][1], M[1][2], 0,
+ M[2][0], M[2][1], M[2][2], 0,
+ 0, 0, 0, 1);
+ //
+ // Extract the other two angles, y and z, from N.
+ //
+
+ T sy = Math<T>::sqrt (N[j][i]*N[j][i] + N[k][i]*N[k][i]);
+ y = Math<T>::atan2 (sy, N[i][i]);
+ z = Math<T>::atan2 (N[j][k], N[j][j]);
+ }
+ else
+ {
+ //
+ // Extract the first angle, x.
+ //
+
+ x = Math<T>::atan2 (M[j][k], M[k][k]);
+
+ //
+ // Remove the x rotation from M, so that the remaining
+ // rotation, N, is only around two axes, and gimbal lock
+ // cannot occur.
+ //
+
+ Vec3<T> r (0, 0, 0);
+ r[i] = (_parityEven? -x: x);
+
+ Matrix44<T> N;
+ N.rotate (r);
+
+ N = N * Matrix44<T> (M[0][0], M[0][1], M[0][2], 0,
+ M[1][0], M[1][1], M[1][2], 0,
+ M[2][0], M[2][1], M[2][2], 0,
+ 0, 0, 0, 1);
+ //
+ // Extract the other two angles, y and z, from N.
+ //
+
+ T cy = Math<T>::sqrt (N[i][i]*N[i][i] + N[i][j]*N[i][j]);
+ y = Math<T>::atan2 (-N[i][k], cy);
+ z = Math<T>::atan2 (-N[j][i], N[j][j]);
+ }
+
+ if (!_parityEven)
+ *this *= -1;
+
+ if (!_frameStatic)
+ {
+ T t = x;
+ x = z;
+ z = t;
+ }
+}
+
+template<class T>
+void Euler<T>::extract(const Matrix44<T> &M)
+{
+ int i,j,k;
+ angleOrder(i,j,k);
+
+ if (_initialRepeated)
+ {
+ //
+ // Extract the first angle, x.
+ //
+
+ x = Math<T>::atan2 (M[j][i], M[k][i]);
+
+ //
+ // Remove the x rotation from M, so that the remaining
+ // rotation, N, is only around two axes, and gimbal lock
+ // cannot occur.
+ //
+
+ Vec3<T> r (0, 0, 0);
+ r[i] = (_parityEven? -x: x);
+
+ Matrix44<T> N;
+ N.rotate (r);
+ N = N * M;
+
+ //
+ // Extract the other two angles, y and z, from N.
+ //
+
+ T sy = Math<T>::sqrt (N[j][i]*N[j][i] + N[k][i]*N[k][i]);
+ y = Math<T>::atan2 (sy, N[i][i]);
+ z = Math<T>::atan2 (N[j][k], N[j][j]);
+ }
+ else
+ {
+ //
+ // Extract the first angle, x.
+ //
+
+ x = Math<T>::atan2 (M[j][k], M[k][k]);
+
+ //
+ // Remove the x rotation from M, so that the remaining
+ // rotation, N, is only around two axes, and gimbal lock
+ // cannot occur.
+ //
+
+ Vec3<T> r (0, 0, 0);
+ r[i] = (_parityEven? -x: x);
+
+ Matrix44<T> N;
+ N.rotate (r);
+ N = N * M;
+
+ //
+ // Extract the other two angles, y and z, from N.
+ //
+
+ T cy = Math<T>::sqrt (N[i][i]*N[i][i] + N[i][j]*N[i][j]);
+ y = Math<T>::atan2 (-N[i][k], cy);
+ z = Math<T>::atan2 (-N[j][i], N[j][j]);
+ }
+
+ if (!_parityEven)
+ *this *= -1;
+
+ if (!_frameStatic)
+ {
+ T t = x;
+ x = z;
+ z = t;
+ }
+}
+
+template<class T>
+Matrix33<T> Euler<T>::toMatrix33() const
+{
+ int i,j,k;
+ angleOrder(i,j,k);
+
+ Vec3<T> angles;
+
+ if ( _frameStatic ) angles = (*this);
+ else angles = Vec3<T>(z,y,x);
+
+ if ( !_parityEven ) angles *= -1.0;
+
+ T ci = Math<T>::cos(angles.x);
+ T cj = Math<T>::cos(angles.y);
+ T ch = Math<T>::cos(angles.z);
+ T si = Math<T>::sin(angles.x);
+ T sj = Math<T>::sin(angles.y);
+ T sh = Math<T>::sin(angles.z);
+
+ T cc = ci*ch;
+ T cs = ci*sh;
+ T sc = si*ch;
+ T ss = si*sh;
+
+ Matrix33<T> M;
+
+ if ( _initialRepeated )
+ {
+ M[i][i] = cj; M[j][i] = sj*si; M[k][i] = sj*ci;
+ M[i][j] = sj*sh; M[j][j] = -cj*ss+cc; M[k][j] = -cj*cs-sc;
+ M[i][k] = -sj*ch; M[j][k] = cj*sc+cs; M[k][k] = cj*cc-ss;
+ }
+ else
+ {
+ M[i][i] = cj*ch; M[j][i] = sj*sc-cs; M[k][i] = sj*cc+ss;
+ M[i][j] = cj*sh; M[j][j] = sj*ss+cc; M[k][j] = sj*cs-sc;
+ M[i][k] = -sj; M[j][k] = cj*si; M[k][k] = cj*ci;
+ }
+
+ return M;
+}
+
+template<class T>
+Matrix44<T> Euler<T>::toMatrix44() const
+{
+ int i,j,k;
+ angleOrder(i,j,k);
+
+ Vec3<T> angles;
+
+ if ( _frameStatic ) angles = (*this);
+ else angles = Vec3<T>(z,y,x);
+
+ if ( !_parityEven ) angles *= -1.0;
+
+ T ci = Math<T>::cos(angles.x);
+ T cj = Math<T>::cos(angles.y);
+ T ch = Math<T>::cos(angles.z);
+ T si = Math<T>::sin(angles.x);
+ T sj = Math<T>::sin(angles.y);
+ T sh = Math<T>::sin(angles.z);
+
+ T cc = ci*ch;
+ T cs = ci*sh;
+ T sc = si*ch;
+ T ss = si*sh;
+
+ Matrix44<T> M;
+
+ if ( _initialRepeated )
+ {
+ M[i][i] = cj; M[j][i] = sj*si; M[k][i] = sj*ci;
+ M[i][j] = sj*sh; M[j][j] = -cj*ss+cc; M[k][j] = -cj*cs-sc;
+ M[i][k] = -sj*ch; M[j][k] = cj*sc+cs; M[k][k] = cj*cc-ss;
+ }
+ else
+ {
+ M[i][i] = cj*ch; M[j][i] = sj*sc-cs; M[k][i] = sj*cc+ss;
+ M[i][j] = cj*sh; M[j][j] = sj*ss+cc; M[k][j] = sj*cs-sc;
+ M[i][k] = -sj; M[j][k] = cj*si; M[k][k] = cj*ci;
+ }
+
+ return M;
+}
+
+template<class T>
+Quat<T> Euler<T>::toQuat() const
+{
+ Vec3<T> angles;
+ int i,j,k;
+ angleOrder(i,j,k);
+
+ if ( _frameStatic ) angles = (*this);
+ else angles = Vec3<T>(z,y,x);
+
+ if ( !_parityEven ) angles.y = -angles.y;
+
+ T ti = angles.x*0.5;
+ T tj = angles.y*0.5;
+ T th = angles.z*0.5;
+ T ci = Math<T>::cos(ti);
+ T cj = Math<T>::cos(tj);
+ T ch = Math<T>::cos(th);
+ T si = Math<T>::sin(ti);
+ T sj = Math<T>::sin(tj);
+ T sh = Math<T>::sin(th);
+ T cc = ci*ch;
+ T cs = ci*sh;
+ T sc = si*ch;
+ T ss = si*sh;
+
+ T parity = _parityEven ? 1.0 : -1.0;
+
+ Quat<T> q;
+ Vec3<T> a;
+
+ if ( _initialRepeated )
+ {
+ a[i] = cj*(cs + sc);
+ a[j] = sj*(cc + ss) * parity,
+ a[k] = sj*(cs - sc);
+ q.r = cj*(cc - ss);
+ }
+ else
+ {
+ a[i] = cj*sc - sj*cs,
+ a[j] = (cj*ss + sj*cc) * parity,
+ a[k] = cj*cs - sj*sc;
+ q.r = cj*cc + sj*ss;
+ }
+
+ q.v = a;
+
+ return q;
+}
+
+template<class T>
+inline bool
+Euler<T>::legal(typename Euler<T>::Order order)
+{
+ return (order & ~Legal) ? false : true;
+}
+
+template<class T>
+typename Euler<T>::Order
+Euler<T>::order() const
+{
+ int foo = (_initialAxis == Z ? 0x2000 : (_initialAxis == Y ? 0x1000 : 0));
+
+ if (_parityEven) foo |= 0x0100;
+ if (_initialRepeated) foo |= 0x0010;
+ if (_frameStatic) foo++;
+
+ return (Order)foo;
+}
+
+template<class T>
+inline void Euler<T>::setOrder(typename Euler<T>::Order p)
+{
+ set( p & 0x2000 ? Z : (p & 0x1000 ? Y : X), // initial axis
+ !(p & 0x1), // static?
+ !!(p & 0x100), // permutation even?
+ !!(p & 0x10)); // initial repeats?
+}
+
+template<class T>
+void Euler<T>::set(typename Euler<T>::Axis axis,
+ bool relative,
+ bool parityEven,
+ bool firstRepeats)
+{
+ _initialAxis = axis;
+ _frameStatic = !relative;
+ _parityEven = parityEven;
+ _initialRepeated = firstRepeats;
+}
+
+template<class T>
+const Euler<T>& Euler<T>::operator= (const Euler<T> &euler)
+{
+ x = euler.x;
+ y = euler.y;
+ z = euler.z;
+ _initialAxis = euler._initialAxis;
+ _frameStatic = euler._frameStatic;
+ _parityEven = euler._parityEven;
+ _initialRepeated = euler._initialRepeated;
+ return *this;
+}
+
+template<class T>
+const Euler<T>& Euler<T>::operator= (const Vec3<T> &v)
+{
+ x = v.x;
+ y = v.y;
+ z = v.z;
+ return *this;
+}
+
+template<class T>
+std::ostream& operator << (std::ostream &o, const Euler<T> &euler)
+{
+ char a[3] = { 'X', 'Y', 'Z' };
+
+ const char* r = euler.frameStatic() ? "" : "r";
+ int i,j,k;
+ euler.angleOrder(i,j,k);
+
+ if ( euler.initialRepeated() ) k = i;
+
+ return o << "("
+ << euler.x << " "
+ << euler.y << " "
+ << euler.z << " "
+ << a[i] << a[j] << a[k] << r << ")";
+}
+
+template <class T>
+float
+Euler<T>::angleMod (T angle)
+{
+ angle = fmod(T (angle), T (2 * M_PI));
+
+ if (angle < -M_PI) angle += 2 * M_PI;
+ if (angle > +M_PI) angle -= 2 * M_PI;
+
+ return angle;
+}
+
+template <class T>
+void
+Euler<T>::simpleXYZRotation (Vec3<T> &xyzRot, const Vec3<T> &targetXyzRot)
+{
+ Vec3<T> d = xyzRot - targetXyzRot;
+ xyzRot[0] = targetXyzRot[0] + angleMod(d[0]);
+ xyzRot[1] = targetXyzRot[1] + angleMod(d[1]);
+ xyzRot[2] = targetXyzRot[2] + angleMod(d[2]);
+}
+
+template <class T>
+void
+Euler<T>::nearestRotation (Vec3<T> &xyzRot, const Vec3<T> &targetXyzRot,
+ Order order)
+{
+ int i,j,k;
+ Euler<T> e (0,0,0, order);
+ e.angleOrder(i,j,k);
+
+ simpleXYZRotation(xyzRot, targetXyzRot);
+
+ Vec3<T> otherXyzRot;
+ otherXyzRot[i] = M_PI+xyzRot[i];
+ otherXyzRot[j] = M_PI-xyzRot[j];
+ otherXyzRot[k] = M_PI+xyzRot[k];
+
+ simpleXYZRotation(otherXyzRot, targetXyzRot);
+
+ Vec3<T> d = xyzRot - targetXyzRot;
+ Vec3<T> od = otherXyzRot - targetXyzRot;
+ T dMag = d.dot(d);
+ T odMag = od.dot(od);
+
+ if (odMag < dMag)
+ {
+ xyzRot = otherXyzRot;
+ }
+}
+
+template <class T>
+void
+Euler<T>::makeNear (const Euler<T> &target)
+{
+ Vec3<T> xyzRot = toXYZVector();
+ Euler<T> targetSameOrder = Euler<T>(target, order());
+ Vec3<T> targetXyz = targetSameOrder.toXYZVector();
+
+ nearestRotation(xyzRot, targetXyz, order());
+
+ setXYZVector(xyzRot);
+}
+
+#if (defined _WIN32 || defined _WIN64) && defined _MSC_VER
+#pragma warning(default:4244)
+#endif
+
+} // namespace Imath
+
+
+#endif