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-rw-r--r--external/include/glm/gtx/quaternion.hpp187
1 files changed, 112 insertions, 75 deletions
diff --git a/external/include/glm/gtx/quaternion.hpp b/external/include/glm/gtx/quaternion.hpp
index 674d7e7..7310d08 100644
--- a/external/include/glm/gtx/quaternion.hpp
+++ b/external/include/glm/gtx/quaternion.hpp
@@ -7,9 +7,9 @@
/// @defgroup gtx_quaternion GLM_GTX_quaternion
/// @ingroup gtx
///
-/// @brief Extented quaternion types and functions
+/// Include <glm/gtx/quaternion.hpp> to use the features of this extension.
///
-/// <glm/gtx/quaternion.hpp> need to be included to use these functionalities.
+/// Extented quaternion types and functions
#pragma once
@@ -19,6 +19,10 @@
#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
@@ -28,156 +32,189 @@ 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, precision P>
- GLM_FUNC_DECL tvec3<T, P> cross(
- tquat<T, P> const & q,
- tvec3<T, P> const & v);
+ 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, precision P>
- GLM_FUNC_DECL tvec3<T, P> cross(
- tvec3<T, P> const & v,
- tquat<T, P> const & q);
+ 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.
+ //! 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, precision P>
- GLM_FUNC_DECL tquat<T, P> squad(
- tquat<T, P> const & q1,
- tquat<T, P> const & q2,
- tquat<T, P> const & s1,
- tquat<T, P> const & s2,
- T const & h);
+ 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, precision P>
- GLM_FUNC_DECL tquat<T, P> intermediate(
- tquat<T, P> const & prev,
- tquat<T, P> const & curr,
- tquat<T, P> const & next);
+ 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, precision P>
- GLM_FUNC_DECL tquat<T, P> exp(
- tquat<T, P> const & q);
+ 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, precision P>
- GLM_FUNC_DECL tquat<T, P> log(
- tquat<T, P> const & q);
+ 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, precision P>
- GLM_FUNC_DECL tquat<T, P> pow(
- tquat<T, P> const & x,
- T const & y);
+ 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, precision P>
- //tquat<T, P> sqrt(
- // tquat<T, P> const & q);
+ //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, precision P>
- GLM_FUNC_DECL tvec3<T, P> rotate(
- tquat<T, P> const & q,
- tvec3<T, P> const & v);
+ 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, precision P>
- GLM_FUNC_DECL tvec4<T, P> rotate(
- tquat<T, P> const & q,
- tvec4<T, P> const & v);
+ 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, precision P>
+ template<typename T, qualifier Q>
GLM_FUNC_DECL T extractRealComponent(
- tquat<T, P> const & q);
+ tquat<T, Q> const& q);
/// Converts a quaternion to a 3 * 3 matrix.
///
/// @see gtx_quaternion
- template<typename T, precision P>
- GLM_FUNC_DECL tmat3x3<T, P> toMat3(
- tquat<T, P> const & x){return mat3_cast(x);}
+ 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, precision P>
- GLM_FUNC_DECL tmat4x4<T, P> toMat4(
- tquat<T, P> const & x){return mat4_cast(x);}
+ 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, precision P>
- GLM_FUNC_DECL tquat<T, P> toQuat(
- tmat3x3<T, P> const & x){return quat_cast(x);}
+ 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, precision P>
- GLM_FUNC_DECL tquat<T, P> toQuat(
- tmat4x4<T, P> const & x){return quat_cast(x);}
+ 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, precision P>
- GLM_FUNC_DECL tquat<T, P> shortMix(
- tquat<T, P> const & x,
- tquat<T, P> const & y,
- T const & a);
+ 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, precision P>
- GLM_FUNC_DECL tquat<T, P> fastMix(
- tquat<T, P> const & x,
- tquat<T, P> const & y,
- T const & a);
+ 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, precision P>
- GLM_FUNC_DECL tquat<T, P> rotation(
- tvec3<T, P> const & orig,
- tvec3<T, P> const & dest);
+ 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, precision P>
- GLM_FUNC_DECL T length2(tquat<T, P> const & q);
+ template<typename T, qualifier Q>
+ GLM_FUNC_DECL T length2(tquat<T, Q> const& q);
/// @}
}//namespace glm