cogl/matrix: Euler-rotate with graphene matrices
Nothing outstanding here. https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/1439
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@ -1491,78 +1491,11 @@ void
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cogl_matrix_init_from_euler (CoglMatrix *matrix,
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cogl_matrix_init_from_euler (CoglMatrix *matrix,
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const graphene_euler_t *euler)
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const graphene_euler_t *euler)
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{
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{
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/* Convert angles to radians */
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graphene_matrix_t m;
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float heading_rad = graphene_euler_get_y (euler) / 180.0f * G_PI;
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float pitch_rad = graphene_euler_get_x (euler) / 180.0f * G_PI;
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float roll_rad = graphene_euler_get_z (euler) / 180.0f * G_PI;
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/* Pre-calculate the sin and cos */
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float sin_heading = sinf (heading_rad);
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float cos_heading = cosf (heading_rad);
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float sin_pitch = sinf (pitch_rad);
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float cos_pitch = cosf (pitch_rad);
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float sin_roll = sinf (roll_rad);
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float cos_roll = cosf (roll_rad);
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/* These calculations are based on the following website but they
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graphene_matrix_init_identity (&m);
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* use a different order for the rotations so it has been modified
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graphene_matrix_rotate_euler (&m, euler);
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* slightly.
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graphene_matrix_to_cogl_matrix (&m, matrix);
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* http://www.euclideanspace.com/maths/geometry/
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* rotations/conversions/eulerToMatrix/index.htm
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*/
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/* Heading rotation x=0, y=1, z=0 gives:
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*
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* [ ch 0 sh 0 ]
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* [ 0 1 0 0 ]
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* [ -sh 0 ch 0 ]
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* [ 0 0 0 1 ]
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*
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* Pitch rotation x=1, y=0, z=0 gives:
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* [ 1 0 0 0 ]
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* [ 0 cp -sp 0 ]
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* [ 0 sp cp 0 ]
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* [ 0 0 0 1 ]
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*
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* Roll rotation x=0, y=0, z=1 gives:
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* [ cr -sr 0 0 ]
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* [ sr cr 0 0 ]
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* [ 0 0 1 0 ]
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* [ 0 0 0 1 ]
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*
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* Heading matrix * pitch matrix =
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* [ ch sh*sp cp*sh 0 ]
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* [ 0 cp -sp 0 ]
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* [ -sh ch*sp ch*cp 0 ]
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* [ 0 0 0 1 ]
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*
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* That matrix * roll matrix =
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* [ ch*cr + sh*sp*sr sh*sp*cr - ch*sr sh*cp 0 ]
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* [ cp*sr cp*cr -sp 0 ]
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* [ ch*sp*sr - sh*cr sh*sr + ch*sp*cr ch*cp 0 ]
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* [ 0 0 0 1 ]
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*/
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matrix->xx = cos_heading * cos_roll + sin_heading * sin_pitch * sin_roll;
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matrix->yx = cos_pitch * sin_roll;
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matrix->zx = cos_heading * sin_pitch * sin_roll - sin_heading * cos_roll;
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matrix->wx = 0.0f;
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matrix->xy = sin_heading * sin_pitch * cos_roll - cos_heading * sin_roll;
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matrix->yy = cos_pitch * cos_roll;
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matrix->zy = sin_heading * sin_roll + cos_heading * sin_pitch * cos_roll;
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matrix->wy = 0.0f;
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matrix->xz = sin_heading * cos_pitch;
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matrix->yz = -sin_pitch;
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matrix->zz = cos_heading * cos_pitch;
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matrix->wz = 0;
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matrix->xw = 0;
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matrix->yw = 0;
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matrix->zw = 0;
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matrix->ww = 1;
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matrix->flags = (MAT_FLAG_GENERAL | MAT_DIRTY_ALL);
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}
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}
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void
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void
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