/////////////////////////////////////////////////////////////////////////////////// /// OpenGL Mathematics (glm.g-truc.net) /// /// Copyright (c) 2005 - 2013 G-Truc Creation (www.g-truc.net) /// Permission is hereby granted, free of charge, to any person obtaining a copy /// of this software and associated documentation files (the "Software"), to deal /// in the Software without restriction, including without limitation the rights /// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell /// copies of the Software, and to permit persons to whom the Software is /// furnished to do so, subject to the following conditions: /// /// The above copyright notice and this permission notice shall be included in /// all copies or substantial portions of the Software. /// /// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR /// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, /// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE /// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER /// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, /// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN /// THE SOFTWARE. /// /// @ref gtx_quaternion /// @file glm/gtx/quaternion.hpp /// @date 2005-12-21 / 2011-06-07 /// @author Christophe Riccio /// /// @see core (dependence) /// @see gtx_extented_min_max (dependence) /// /// @defgroup gtx_quaternion GLM_GTX_quaternion /// @ingroup gtx /// /// @brief Extented quaternion types and functions /// /// need to be included to use these functionalities. /////////////////////////////////////////////////////////////////////////////////// #ifndef GLM_GTX_quaternion #define GLM_GTX_quaternion GLM_VERSION // 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 { /// @addtogroup gtx_quaternion /// @{ //! Compute a cross product between a quaternion and a vector. /// /// @see gtx_quaternion template detail::tvec3 cross( detail::tquat const & q, detail::tvec3 const & v); //! Compute a cross product between a vector and a quaternion. /// /// @see gtx_quaternion 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. /// /// @see gtx_quaternion 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. /// /// @see gtx_quaternion template detail::tquat intermediate( detail::tquat const & prev, detail::tquat const & curr, detail::tquat const & next); //! Returns a exp of a quaternion. /// /// @see gtx_quaternion template detail::tquat exp( detail::tquat const & q); //! Returns a log of a quaternion. /// /// @see gtx_quaternion template detail::tquat log( detail::tquat const & q); /// Returns x raised to the y power. /// /// @see gtx_quaternion template detail::tquat pow( detail::tquat const & x, valType const & y); //! Returns quarternion square root. /// /// @see gtx_quaternion //template //detail::tquat sqrt( // detail::tquat const & q); //! Rotates a 3 components vector by a quaternion. /// /// @see gtx_quaternion template detail::tvec3 rotate( detail::tquat const & q, detail::tvec3 const & v); /// Rotates a 4 components vector by a quaternion. /// /// @see gtx_quaternion template detail::tvec4 rotate( detail::tquat const & q, detail::tvec4 const & v); /// Extract the real component of a quaternion. /// /// @see gtx_quaternion template valType extractRealComponent( detail::tquat const & q); /// Converts a quaternion to a 3 * 3 matrix. /// /// @see gtx_quaternion template detail::tmat3x3 toMat3( detail::tquat const & x){return mat3_cast(x);} /// Converts a quaternion to a 4 * 4 matrix. /// /// @see gtx_quaternion template detail::tmat4x4 toMat4( detail::tquat const & x){return mat4_cast(x);} /// Converts a 3 * 3 matrix to a quaternion. /// /// @see gtx_quaternion template detail::tquat toQuat( detail::tmat3x3 const & x){return quat_cast(x);} /// Converts a 4 * 4 matrix to a quaternion. /// /// @see gtx_quaternion template detail::tquat toQuat( detail::tmat4x4 const & x){return quat_cast(x);} /// Quaternion interpolation using the rotation short path. /// /// @see gtx_quaternion template detail::tquat shortMix( detail::tquat const & x, detail::tquat const & y, T const & a); /// Quaternion normalized linear interpolation. /// /// @see gtx_quaternion template detail::tquat fastMix( detail::tquat const & x, detail::tquat const & y, T const & a); /// @} }//namespace glm #include "quaternion.inl" #endif//GLM_GTX_quaternion