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author | LaG1924 <12997935+LaG1924@users.noreply.github.com> | 2021-06-22 02:38:30 +0200 |
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committer | GitHub <noreply@github.com> | 2021-06-22 02:38:30 +0200 |
commit | ca7bcf9f7dc5eb47ccbec1049b323f0604dabadd (patch) | |
tree | 33d7d2673ba0da8a92323b07d061f655c719ae40 /external/include/glm/gtx/quaternion.hpp | |
parent | Merge pull request #44 from LaG1924/fix/protocol_support (diff) | |
parent | Updated build instructions and added MacOS #49 (diff) | |
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Diffstat (limited to 'external/include/glm/gtx/quaternion.hpp')
-rw-r--r-- | external/include/glm/gtx/quaternion.hpp | 222 |
1 files changed, 0 insertions, 222 deletions
diff --git a/external/include/glm/gtx/quaternion.hpp b/external/include/glm/gtx/quaternion.hpp deleted file mode 100644 index 7310d08..0000000 --- a/external/include/glm/gtx/quaternion.hpp +++ /dev/null @@ -1,222 +0,0 @@ -/// @ref gtx_quaternion -/// @file glm/gtx/quaternion.hpp -/// -/// @see core (dependence) -/// @see gtx_extented_min_max (dependence) -/// -/// @defgroup gtx_quaternion GLM_GTX_quaternion -/// @ingroup gtx -/// -/// Include <glm/gtx/quaternion.hpp> to use the features of this extension. -/// -/// Extented quaternion types and functions - -#pragma once - -// Dependency: -#include "../glm.hpp" -#include "../gtc/constants.hpp" -#include "../gtc/quaternion.hpp" -#include "../gtx/norm.hpp" - -#ifndef GLM_ENABLE_EXPERIMENTAL -# error "GLM: GLM_GTX_quaternion is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it." -#endif - -#if GLM_MESSAGES == GLM_MESSAGES_ENABLED && !defined(GLM_EXT_INCLUDED) -# pragma message("GLM: GLM_GTX_quaternion extension included") -#endif - -namespace glm -{ - /// @addtogroup gtx_quaternion - /// @{ - - /// Create an identity quaternion. - /// - /// @see gtx_quaternion - template<typename T, qualifier Q> - GLM_FUNC_DECL tquat<T, Q> quat_identity(); - - /// Compute a cross product between a quaternion and a vector. - /// - /// @see gtx_quaternion - template<typename T, qualifier Q> - GLM_FUNC_DECL vec<3, T, Q> cross( - tquat<T, Q> const& q, - vec<3, T, Q> const& v); - - //! Compute a cross product between a vector and a quaternion. - /// - /// @see gtx_quaternion - template<typename T, qualifier Q> - GLM_FUNC_DECL vec<3, T, Q> cross( - vec<3, T, Q> const& v, - tquat<T, Q> 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<typename T, qualifier Q> - GLM_FUNC_DECL tquat<T, Q> squad( - tquat<T, Q> const& q1, - tquat<T, Q> const& q2, - tquat<T, Q> const& s1, - tquat<T, Q> const& s2, - T const& h); - - //! Returns an intermediate control point for squad interpolation. - /// - /// @see gtx_quaternion - template<typename T, qualifier Q> - GLM_FUNC_DECL tquat<T, Q> intermediate( - tquat<T, Q> const& prev, - tquat<T, Q> const& curr, - tquat<T, Q> const& next); - - //! Returns a exp of a quaternion. - /// - /// @see gtx_quaternion - template<typename T, qualifier Q> - GLM_FUNC_DECL tquat<T, Q> exp( - tquat<T, Q> const& q); - - //! Returns a log of a quaternion. - /// - /// @see gtx_quaternion - template<typename T, qualifier Q> - GLM_FUNC_DECL tquat<T, Q> log( - tquat<T, Q> const& q); - - /// Returns x raised to the y power. - /// - /// @see gtx_quaternion - template<typename T, qualifier Q> - GLM_FUNC_DECL tquat<T, Q> pow( - tquat<T, Q> const& x, - T const& y); - - //! Returns quarternion square root. - /// - /// @see gtx_quaternion - //template<typename T, qualifier Q> - //tquat<T, Q> sqrt( - // tquat<T, Q> const& q); - - //! Rotates a 3 components vector by a quaternion. - /// - /// @see gtx_quaternion - template<typename T, qualifier Q> - GLM_FUNC_DECL vec<3, T, Q> rotate( - tquat<T, Q> const& q, - vec<3, T, Q> const& v); - - /// Rotates a 4 components vector by a quaternion. - /// - /// @see gtx_quaternion - template<typename T, qualifier Q> - GLM_FUNC_DECL vec<4, T, Q> rotate( - tquat<T, Q> const& q, - vec<4, T, Q> const& v); - - /// Extract the real component of a quaternion. - /// - /// @see gtx_quaternion - template<typename T, qualifier Q> - GLM_FUNC_DECL T extractRealComponent( - tquat<T, Q> const& q); - - /// Converts a quaternion to a 3 * 3 matrix. - /// - /// @see gtx_quaternion - template<typename T, qualifier Q> - GLM_FUNC_DECL mat<3, 3, T, Q> toMat3( - tquat<T, Q> const& x){return mat3_cast(x);} - - /// Converts a quaternion to a 4 * 4 matrix. - /// - /// @see gtx_quaternion - template<typename T, qualifier Q> - GLM_FUNC_DECL mat<4, 4, T, Q> toMat4( - tquat<T, Q> const& x){return mat4_cast(x);} - - /// Converts a 3 * 3 matrix to a quaternion. - /// - /// @see gtx_quaternion - template<typename T, qualifier Q> - GLM_FUNC_DECL tquat<T, Q> toQuat( - mat<3, 3, T, Q> const& x){return quat_cast(x);} - - /// Converts a 4 * 4 matrix to a quaternion. - /// - /// @see gtx_quaternion - template<typename T, qualifier Q> - GLM_FUNC_DECL tquat<T, Q> toQuat( - mat<4, 4, T, Q> const& x){return quat_cast(x);} - - /// Quaternion interpolation using the rotation short path. - /// - /// @see gtx_quaternion - template<typename T, qualifier Q> - GLM_FUNC_DECL tquat<T, Q> shortMix( - tquat<T, Q> const& x, - tquat<T, Q> const& y, - T const& a); - - /// Quaternion normalized linear interpolation. - /// - /// @see gtx_quaternion - template<typename T, qualifier Q> - GLM_FUNC_DECL tquat<T, Q> fastMix( - tquat<T, Q> const& x, - tquat<T, Q> const& y, - T const& a); - - /// Compute the rotation between two vectors. - /// param orig vector, needs to be normalized - /// param dest vector, needs to be normalized - /// - /// @see gtx_quaternion - template<typename T, qualifier Q> - GLM_FUNC_DECL tquat<T, Q> rotation( - vec<3, T, Q> const& orig, - vec<3, T, Q> const& dest); - - /// Build a look at quaternion based on the default handedness. - /// - /// @param direction Desired forward direction. Needs to be normalized. - /// @param up Up vector, how the camera is oriented. Typically (0, 1, 0). - template<typename T, qualifier Q> - GLM_FUNC_DECL tquat<T, Q> quatLookAt( - vec<3, T, Q> const& direction, - vec<3, T, Q> const& up); - - /// Build a right-handed look at quaternion. - /// - /// @param direction Desired forward direction onto which the -z-axis gets mapped. Needs to be normalized. - /// @param up Up vector, how the camera is oriented. Typically (0, 1, 0). - template<typename T, qualifier Q> - GLM_FUNC_DECL tquat<T, Q> quatLookAtRH( - vec<3, T, Q> const& direction, - vec<3, T, Q> const& up); - - /// Build a left-handed look at quaternion. - /// - /// @param direction Desired forward direction onto which the +z-axis gets mapped. Needs to be normalized. - /// @param up Up vector, how the camera is oriented. Typically (0, 1, 0). - template<typename T, qualifier Q> - GLM_FUNC_DECL tquat<T, Q> quatLookAtLH( - vec<3, T, Q> const& direction, - vec<3, T, Q> const& up); - - /// Returns the squared length of x. - /// - /// @see gtx_quaternion - template<typename T, qualifier Q> - GLM_FUNC_DECL T length2(tquat<T, Q> const& q); - - /// @} -}//namespace glm - -#include "quaternion.inl" |