/////////////////////////////////////////////////////////////////////////////////////////////////// // OpenGL Mathematics Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net) /////////////////////////////////////////////////////////////////////////////////////////////////// // Created : 2005-12-21 // Updated : 2009-05-21 // Licence : This source is under MIT License // File : glm/gtx/quaternion.hpp /////////////////////////////////////////////////////////////////////////////////////////////////// // Dependency: // - GLM core /////////////////////////////////////////////////////////////////////////////////////////////////// // ToDo: // - Study constructors with angles and axis // - Study constructors with vec3 that are the imaginary component of quaternion /////////////////////////////////////////////////////////////////////////////////////////////////// #ifndef glm_gtx_quaternion #define glm_gtx_quaternion // Dependency: #include "../glm.hpp" #include "../gtc/quaternion.hpp" #if(defined(GLM_MESSAGES) && !defined(glm_ext)) # pragma message("GLM: GLM_GTX_quaternion extension included") #endif namespace glm{ namespace gtx{ namespace quaternion ///< GLM_GTX_quaternion extension: Quaternion types and functions { using namespace gtc::quaternion; /// \addtogroup gtx_quaternion ///@{ //! Compute a cross product between a quaternion and a vector. //! From GLM_GTX_quaternion extension. template detail::tvec3 cross( detail::tquat const & q, detail::tvec3 const & v); //! Compute a cross product between a vector and a quaternion. //! From GLM_GTX_quaternion extension. template detail::tvec3 cross( detail::tvec3 const & v, detail::tquat const & q); //! Compute a point on a path according squad equation. //! q1 and q2 are control points; s1 and s2 are intermediate control points. //! From GLM_GTX_quaternion extension. template detail::tquat squad( detail::tquat const & q1, detail::tquat const & q2, detail::tquat const & s1, detail::tquat const & s2, valType const & h); //! Returns an intermediate control point for squad interpolation. //! From GLM_GTX_quaternion extension. template detail::tquat intermediate( detail::tquat const & prev, detail::tquat const & curr, detail::tquat const & next); //! Returns a exp of a quaternion. //! From GLM_GTX_quaternion extension. template detail::tquat exp( detail::tquat const & q, valType const & exponent); //! Returns a log of a quaternion. //! From GLM_GTX_quaternion extension. template detail::tquat log( detail::tquat const & q); //! Returns x raised to the y power. //! From GLM_GTX_quaternion extension. template detail::tquat pow( detail::tquat const & x, valType const & y); //! Returns quarternion square root. //! From GLM_GTX_quaternion extension. //template //detail::tquat sqrt( // detail::tquat const & q); //! Rotates a 3 components vector by a quaternion. //! From GLM_GTX_transform extension. template detail::tvec3 rotate( detail::tquat const & q, detail::tvec3 const & v); //! Rotates a 4 components vector by a quaternion. //! From GLM_GTX_transform extension. template detail::tvec4 rotate( detail::tquat const & q, detail::tvec4 const & v); //! Returns the quaternion rotation angle. //! From GLM_GTX_quaternion extension. template valType angle( detail::tquat const & x); //! Returns the q rotation axis. //! From GLM_GTX_quaternion extension. template detail::tvec3 axis( detail::tquat const & x); //! Build a quaternion from an angle and a normalized axis. //! From GLM_GTX_quaternion extension. template detail::tquat angleAxis( valType const & angle, valType const & x, valType const & y, valType const & z); //! Build a quaternion from an angle and a normalized axis. //! From GLM_GTX_quaternion extension. template detail::tquat angleAxis( valType const & angle, detail::tvec3 const & axis); //! Extract the real component of a quaternion. //! From GLM_GTX_quaternion extension. template valType extractRealComponent( detail::tquat const & q); //! Returns roll value of euler angles. //! From GLM_GTX_quaternion extension. template valType roll( detail::tquat const & x); //! Returns pitch value of euler angles. //! From GLM_GTX_quaternion extension. template valType pitch( detail::tquat const & x); //! Returns yaw value of euler angles. //! From GLM_GTX_quaternion extension. template valType yaw( detail::tquat const & x); //! Returns euler angles, yitch as x, yaw as y, roll as z. //! From GLM_GTX_quaternion extension. template detail::tvec3 eularAngles( detail::tquat const & x); //! Converts a quaternion to a 3 * 3 matrix. //! From GLM_GTX_quaternion extension. template detail::tmat3x3 toMat3( detail::tquat const & x){return gtc::quaternion::mat3_cast(x);} //! Converts a quaternion to a 4 * 4 matrix. //! From GLM_GTX_quaternion extension. template detail::tmat4x4 toMat4( detail::tquat const & x){return gtc::quaternion::mat4_cast(x);} //! Converts a 3 * 3 matrix to a quaternion. //! From GLM_GTX_quaternion extension. template detail::tquat toQuat( detail::tmat3x3 const & x){return gtc::quaternion::quat_cast(x);} //! Converts a 4 * 4 matrix to a quaternion. //! From GLM_GTX_quaternion extension. template detail::tquat toQuat( detail::tmat4x4 const & x){return gtc::quaternion::quat_cast(x);} //! Quaternion interpolation using the rotation short path. //! From GLM_GTX_quaternion extension. template detail::tquat shortMix( detail::tquat const & x, detail::tquat const & y, T const & a); //! Quaternion normalized linear interpolation. //! From GLM_GTX_quaternion extension. template detail::tquat fastMix( detail::tquat const & x, detail::tquat const & y, T const & a); /// @} }//namespace quaternion }//namespace gtx } //namespace glm #include "quaternion.inl" namespace glm{using namespace gtx::quaternion;} #endif//glm_gtx_quaternion