/// @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 "../ext/quaternion_exponential.hpp" #include "../gtx/norm.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # ifndef GLM_ENABLE_EXPERIMENTAL # pragma message("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.") # else # pragma message("GLM: GLM_GTX_quaternion extension included") # endif #endif namespace glm { /// @addtogroup gtx_quaternion /// @{ /// Create an identity quaternion. /// /// @see gtx_quaternion template GLM_FUNC_DECL GLM_CONSTEXPR qua quat_identity(); /// Compute a cross product between a quaternion and a vector. /// /// @see gtx_quaternion template GLM_FUNC_DECL vec<3, T, Q> cross( qua 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, qua 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 qua squad( qua const& q1, qua const& q2, qua const& s1, qua const& s2, T const& h); //! Returns an intermediate control point for squad interpolation. /// /// @see gtx_quaternion template GLM_FUNC_DECL qua intermediate( qua const& prev, qua const& curr, qua const& next); //! Returns quarternion square root. /// /// @see gtx_quaternion //template //qua sqrt( // qua const& q); //! Rotates a 3 components vector by a quaternion. /// /// @see gtx_quaternion template GLM_FUNC_DECL vec<3, T, Q> rotate( qua 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( qua const& q, vec<4, T, Q> const& v); /// Extract the real component of a quaternion. /// /// @see gtx_quaternion template GLM_FUNC_DECL T extractRealComponent( qua const& q); /// Converts a quaternion to a 3 * 3 matrix. /// /// @see gtx_quaternion template GLM_FUNC_DECL mat<3, 3, T, Q> toMat3( qua 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( qua const& x){return mat4_cast(x);} /// Converts a 3 * 3 matrix to a quaternion. /// /// @see gtx_quaternion template GLM_FUNC_DECL qua 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 qua 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 qua shortMix( qua const& x, qua const& y, T const& a); /// Quaternion normalized linear interpolation. /// /// @see gtx_quaternion template GLM_FUNC_DECL qua fastMix( qua const& x, qua 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 qua rotation( vec<3, T, Q> const& orig, vec<3, T, Q> const& dest); /// Returns the squared length of x. /// /// @see gtx_quaternion template GLM_FUNC_DECL GLM_CONSTEXPR T length2(qua const& q); /// @} }//namespace glm #include "quaternion.inl"