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MC3DQuaternion.h
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MC3DQuaternion.h
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//
// ^ ____________________
// / \ | |
// / _ \ | MartianCraft 3D |
// ( (_) ) | Platform-Agnostic |
// /| | |\ | 3D Foundation |
// //|__|__|\\ |___________________|
// (/ (|) \)
// \ /
// v
//
// Copyright 2011 Jeff LaMarche & MartianCraft. All rights reserved.
// http://www.martiancraft.com [email protected]
//
// Redistribution and use in source and binary forms, with or without modification, are
// permitted provided that the following condition is met:
//
// Redistributions of source code must retain the above copyright notice, this
// condition and the following disclaimer.
//
// THIS SOFTWARE IS PROVIDED BY JEFF LAMARCHE & MARTIANCRAFT, LLC AS IS AND ANY EXPRESS OR
// IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY
// AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL JEFF LAMARCHE &
// MARTIANCRAFT, LLC OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE
// GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED
// AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
// NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
// ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef __MC3DQuaternion__
#define __MC3DQuaternion__
#include "MC3DCommon.h"
#include "MC3DTypes.h"
#ifdef __cplusplus
extern "C" {
#endif
#pragma mark -
#pragma mark Creating Quaternions
quaternion quaternionMakeWithMat4(mat4 matrix);
quaternion quaternionMakeWithVectors(vec3 vector1, vec3 vector2);
quaternion quaternionMakeWithAxisAndAngle(vec3 axis, GLfloat angle);
quaternion quaternionMakeWithEulerAngles(GLfloat x, GLfloat y, GLfloat z);
#pragma mark -
#pragma mark Interpolation
quaternion quaternionMakeWithNLERP(quaternion *start, quaternion *finish, GLclampf progress);
quaternion quaternionMakeWithSLERP(quaternion *start, quaternion *finish, GLclampf progress);
#pragma mark -
#pragma mark Converting from Quaternions
void quaternionExtractAxisAndAngle(quaternion quat, vec3 *axis, GLfloat *angle);
void quaternionExtractEulerAnglesDegrees(quaternion quat, GLfloat *rotx, GLfloat *roty, GLfloat *rotz);
void quaternionExtractEulerAnglesRadians(quaternion quat, GLfloat *rotx, GLfloat *roty, GLfloat *rotz);
#pragma mark -
#pragma mark Quaternion Calcuations
GLfloat quaternionDotProduct(quaternion *quat1, quaternion *quat2);
GLfloat quaternionMagnitude(quaternion quat);
#pragma mark -
#pragma mark In-Place Operations
void quaternionNormalize(quaternion *quaternion);
void quaternionMultiply(quaternion *quat1, quaternion *quat2);
void quaternionInvert(quaternion *quat);
#pragma mark -
quaternion quaternionRotate(quaternion first, quaternion second);
#ifdef __cplusplus
}
#endif
#endif