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Avoid cases of filenames Update years in terms and other legal(ish) documents Don't update years in license headers, since change is not meaningful Will add linter rule in seperate commit Happy recompiling everyone! Original Patch By: Nescio Comment By: Gallaecio Differential Revision: D2620 This was SVN commit r27786.
77 lines
2.2 KiB
C++
77 lines
2.2 KiB
C++
/* Copyright (C) 2009 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_QUATERNION
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#define INCLUDED_QUATERNION
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#include "Vector3D.h"
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class CMatrix3D;
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class CQuaternion
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{
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public:
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CVector3D m_V;
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float m_W;
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public:
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CQuaternion();
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CQuaternion(float x, float y, float z, float w);
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CQuaternion operator + (const CQuaternion &quat) const;
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CQuaternion &operator += (const CQuaternion &quat);
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CQuaternion operator - (const CQuaternion &quat) const;
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CQuaternion &operator -= (const CQuaternion &quat);
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CQuaternion operator * (const CQuaternion &quat) const;
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CQuaternion &operator *= (const CQuaternion &quat);
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CQuaternion operator * (float factor) const;
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float Dot(const CQuaternion& quat) const;
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void FromEulerAngles (float x, float y, float z);
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CVector3D ToEulerAngles();
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// Convert the quaternion to matrix
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CMatrix3D ToMatrix() const;
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void ToMatrix(CMatrix3D& result) const;
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// Sphere interpolation
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void Slerp(const CQuaternion& from, const CQuaternion& to, float ratio);
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// Normalised linear interpolation
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void Nlerp(const CQuaternion& from, const CQuaternion& to, float ratio);
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// Create a quaternion from axis/angle representation of a rotation
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void FromAxisAngle(const CVector3D& axis, float angle);
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// Convert the quaternion to axis/angle representation of a rotation
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void ToAxisAngle(CVector3D& axis, float& angle);
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// Normalize this quaternion
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void Normalize();
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// Rotate a vector by this quaternion. Assumes the quaternion is normalised.
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CVector3D Rotate(const CVector3D& vec) const;
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// Calculate q^-1. Assumes the quaternion is normalised.
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CQuaternion GetInverse() const;
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};
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#endif
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