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Torque/SDK/lib/maxsdk40/euler.h
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41
Torque/SDK/lib/maxsdk40/euler.h
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/*******************************************************************
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*
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* DESCRIPTION: euler.h
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*
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* AUTHOR: Converted from Ken Shoemake's Graphics Gems IV code by Dan Silva
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*
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* HISTORY: converted 11/21/96
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*
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* RB: This file provides only a subset of those
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* found in the original Graphics Gems paper.
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* All orderings are 'static axis'.
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*
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*******************************************************************/
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#ifndef __EULER__
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#define __EULER__
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#include "matrix3.h"
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#include "quat.h"
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#define EULERTYPE_XYZ 0
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#define EULERTYPE_XZY 1
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#define EULERTYPE_YZX 2
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#define EULERTYPE_YXZ 3
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#define EULERTYPE_ZXY 4
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#define EULERTYPE_ZYX 5
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#define EULERTYPE_XYX 6
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#define EULERTYPE_YZY 7
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#define EULERTYPE_ZXZ 8
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#define EULERTYPE_RF 16 // rotating frame (axes) --prs.
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void DllExport QuatToEuler(const Quat &q, float *ang, int type, bool flag = false); // flag added 001101 --prs.
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void DllExport EulerToQuat(float *ang, Quat &q,int type);
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void DllExport MatrixToEuler(const Matrix3 &mat, float *ang, int type, bool flag = FALSE);
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void DllExport EulerToMatrix(float *ang, Matrix3 &mat, int type);
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float DllExport GetEulerQuatAngleRatio(Quat &quat1,Quat &quat2, float *euler1, float *euler2, int type = EULERTYPE_XYZ);
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float DllExport GetEulerMatAngleRatio(Matrix3 &mat1,Matrix3 &mat2, float *euler1, float *euler2, int type = EULERTYPE_XYZ);
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#endif // __EULER__
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