/// @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 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 GLM_FUNC_DECL tquat quat_identity(); /// Compute a cross product between a quaternion and a vector. /// /// @see gtx_quaternion template GLM_FUNC_DECL vec<3, T, Q> cross( tquat const& q, vec<3, T, Q> const& v); //! Compute a cross product between a vector and a quaternion. /// /// @see gtx_quaternion template GLM_FUNC_DECL vec<3, T, Q> cross( vec<3, T, Q> const& v, 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 GLM_FUNC_DECL tquat squad( tquat const& q1, tquat const& q2, tquat const& s1, tquat const& s2, T const& h); //! Returns an intermediate control point for squad interpolation. /// /// @see gtx_quaternion template GLM_FUNC_DECL tquat intermediate( tquat const& prev, tquat const& curr, tquat const& next); //! Returns a exp of a quaternion. /// /// @see gtx_quaternion template GLM_FUNC_DECL tquat exp( tquat const& q); //! Returns a log of a quaternion. /// /// @see gtx_quaternion template GLM_FUNC_DECL tquat log( tquat const& q); /// Returns x raised to the y power. /// /// @see gtx_quaternion template GLM_FUNC_DECL tquat pow( tquat const& x, T const& y); //! Returns quarternion square root. /// /// @see gtx_quaternion //template //tquat sqrt( // tquat const& q); //! Rotates a 3 components vector by a quaternion. /// /// @see gtx_quaternion template GLM_FUNC_DECL vec<3, T, Q> rotate( tquat const& q, vec<3, T, Q> const& v); /// Rotates a 4 components vector by a quaternion. /// /// @see gtx_quaternion template GLM_FUNC_DECL vec<4, T, Q> rotate( tquat const& q, vec<4, T, Q> const& v); /// Extract the real component of a quaternion. /// /// @see gtx_quaternion template GLM_FUNC_DECL T extractRealComponent( tquat const& q); /// Converts a quaternion to a 3 * 3 matrix. /// /// @see gtx_quaternion template GLM_FUNC_DECL mat<3, 3, T, Q> toMat3( tquat const& x){return mat3_cast(x);} /// Converts a quaternion to a 4 * 4 matrix. /// /// @see gtx_quaternion template GLM_FUNC_DECL mat<4, 4, T, Q> toMat4( tquat const& x){return mat4_cast(x);} /// Converts a 3 * 3 matrix to a quaternion. /// /// @see gtx_quaternion template GLM_FUNC_DECL tquat toQuat( mat<3, 3, T, Q> const& x){return quat_cast(x);} /// Converts a 4 * 4 matrix to a quaternion. /// /// @see gtx_quaternion template GLM_FUNC_DECL tquat toQuat( mat<4, 4, T, Q> const& x){return quat_cast(x);} /// Quaternion interpolation using the rotation short path. /// /// @see gtx_quaternion template GLM_FUNC_DECL tquat shortMix( tquat const& x, tquat const& y, T const& a); /// Quaternion normalized linear interpolation. /// /// @see gtx_quaternion template GLM_FUNC_DECL tquat fastMix( tquat const& x, tquat 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 GLM_FUNC_DECL tquat 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 GLM_FUNC_DECL tquat 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 GLM_FUNC_DECL tquat 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 GLM_FUNC_DECL tquat quatLookAtLH( vec<3, T, Q> const& direction, vec<3, T, Q> const& up); /// Returns the squared length of x. /// /// @see gtx_quaternion template GLM_FUNC_DECL T length2(tquat const& q); /// @} }//namespace glm #include "quaternion.inl"