quat.rst 12 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422
  1. .. default-domain:: C
  2. quaternions
  3. ===========
  4. Header: cglm/quat.h
  5. **Important:** *cglm* stores quaternion as **[x, y, z, w]** in memory
  6. since **v0.4.0** it was **[w, x, y, z]**
  7. before v0.4.0 ( **v0.3.5 and earlier** ). w is real part.
  8. What you can do with quaternions with existing functions is (Some of them):
  9. - You can rotate transform matrix using quaterion
  10. - You can rotate vector using quaterion
  11. - You can create view matrix using quaterion
  12. - You can create a lookrotation (from source point to dest)
  13. Table of contents (click to go):
  14. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  15. Macros:
  16. 1. GLM_QUAT_IDENTITY_INIT
  17. #. GLM_QUAT_IDENTITY
  18. Functions:
  19. 1. :c:func:`glm_quat_identity`
  20. #. :c:func:`glm_quat_identity_array`
  21. #. :c:func:`glm_quat_init`
  22. #. :c:func:`glm_quat`
  23. #. :c:func:`glm_quatv`
  24. #. :c:func:`glm_quat_copy`
  25. #. :c:func:`glm_quat_from_vecs`
  26. #. :c:func:`glm_quat_norm`
  27. #. :c:func:`glm_quat_normalize`
  28. #. :c:func:`glm_quat_normalize_to`
  29. #. :c:func:`glm_quat_dot`
  30. #. :c:func:`glm_quat_conjugate`
  31. #. :c:func:`glm_quat_inv`
  32. #. :c:func:`glm_quat_add`
  33. #. :c:func:`glm_quat_sub`
  34. #. :c:func:`glm_quat_real`
  35. #. :c:func:`glm_quat_imag`
  36. #. :c:func:`glm_quat_imagn`
  37. #. :c:func:`glm_quat_imaglen`
  38. #. :c:func:`glm_quat_angle`
  39. #. :c:func:`glm_quat_axis`
  40. #. :c:func:`glm_quat_mul`
  41. #. :c:func:`glm_quat_mat4`
  42. #. :c:func:`glm_quat_mat4t`
  43. #. :c:func:`glm_quat_mat3`
  44. #. :c:func:`glm_quat_mat3t`
  45. #. :c:func:`glm_quat_lerp`
  46. #. :c:func:`glm_quat_nlerp`
  47. #. :c:func:`glm_quat_slerp`
  48. #. :c:func:`glm_quat_look`
  49. #. :c:func:`glm_quat_for`
  50. #. :c:func:`glm_quat_forp`
  51. #. :c:func:`glm_quat_rotatev`
  52. #. :c:func:`glm_quat_rotate`
  53. #. :c:func:`glm_quat_rotate_at`
  54. #. :c:func:`glm_quat_rotate_atm`
  55. Functions documentation
  56. ~~~~~~~~~~~~~~~~~~~~~~~
  57. .. c:function:: void glm_quat_identity(versor q)
  58. | makes given quat to identity
  59. Parameters:
  60. | *[in, out]* **q** quaternion
  61. .. c:function:: void glm_quat_identity_array(versor * __restrict q, size_t count)
  62. | make given quaternion array's each element identity quaternion
  63. Parameters:
  64. | *[in, out]* **q** quat array (must be aligned (16) if alignment is not disabled)
  65. | *[in]* **count** count of quaternions
  66. .. c:function:: void glm_quat_init(versor q, float x, float y, float z, float w)
  67. | inits quaternion with given values
  68. Parameters:
  69. | *[out]* **q** quaternion
  70. | *[in]* **x** imag.x
  71. | *[in]* **y** imag.y
  72. | *[in]* **z** imag.z
  73. | *[in]* **w** w (real part)
  74. .. c:function:: void glm_quat(versor q, float angle, float x, float y, float z)
  75. | creates NEW quaternion with individual axis components
  76. | given axis will be normalized
  77. Parameters:
  78. | *[out]* **q** quaternion
  79. | *[in]* **angle** angle (radians)
  80. | *[in]* **x** axis.x
  81. | *[in]* **y** axis.y
  82. | *[in]* **z** axis.z
  83. .. c:function:: void glm_quatv(versor q, float angle, vec3 axis)
  84. | creates NEW quaternion with axis vector
  85. | given axis will be normalized
  86. Parameters:
  87. | *[out]* **q** quaternion
  88. | *[in]* **angle** angle (radians)
  89. | *[in]* **axis** axis (will be normalized)
  90. .. c:function:: void glm_quat_copy(versor q, versor dest)
  91. | copy quaternion to another one
  92. Parameters:
  93. | *[in]* **q** source quaternion
  94. | *[out]* **dest** destination quaternion
  95. .. c:function:: void glm_quat_from_vecs(vec3 a, vec3 b, versor dest)
  96. | compute unit quaternion needed to rotate a into b
  97. References:
  98. * `Finding quaternion representing the rotation from one vector to another <https://stackoverflow.com/a/11741520/183120>`_
  99. * `Quaternion from two vectors <http://lolengine.net/blog/2014/02/24/quaternion-from-two-vectors-final>`_
  100. * `Angle between vectors <http://www.euclideanspace.com/maths/algebra/vectors/angleBetween/minorlogic.htm>`_
  101. Parameters:
  102. | *[in]* **a** unit vector
  103. | *[in]* **b** unit vector
  104. | *[in]* **dest** unit quaternion
  105. .. c:function:: float glm_quat_norm(versor q)
  106. | returns norm (magnitude) of quaternion
  107. Parameters:
  108. | *[in]* **a** quaternion
  109. Returns:
  110. norm (magnitude)
  111. .. c:function:: void glm_quat_normalize_to(versor q, versor dest)
  112. | normalize quaternion and store result in dest, original one will not be normalized
  113. Parameters:
  114. | *[in]* **q** quaternion to normalize into
  115. | *[out]* **dest** destination quaternion
  116. .. c:function:: void glm_quat_normalize(versor q)
  117. | normalize quaternion
  118. Parameters:
  119. | *[in, out]* **q** quaternion
  120. .. c:function:: float glm_quat_dot(versor p, versor q)
  121. dot product of two quaternion
  122. Parameters:
  123. | *[in]* **p** quaternion 1
  124. | *[in]* **q** quaternion 2
  125. Returns:
  126. dot product
  127. .. c:function:: void glm_quat_conjugate(versor q, versor dest)
  128. conjugate of quaternion
  129. Parameters:
  130. | *[in]* **q** quaternion
  131. | *[in]* **dest** conjugate
  132. .. c:function:: void glm_quat_inv(versor q, versor dest)
  133. inverse of non-zero quaternion
  134. Parameters:
  135. | *[in]* **q** quaternion
  136. | *[in]* **dest** inverse quaternion
  137. .. c:function:: void glm_quat_add(versor p, versor q, versor dest)
  138. add (componentwise) two quaternions and store result in dest
  139. Parameters:
  140. | *[in]* **p** quaternion 1
  141. | *[in]* **q** quaternion 2
  142. | *[in]* **dest** result quaternion
  143. .. c:function:: void glm_quat_sub(versor p, versor q, versor dest)
  144. subtract (componentwise) two quaternions and store result in dest
  145. Parameters:
  146. | *[in]* **p** quaternion 1
  147. | *[in]* **q** quaternion 2
  148. | *[in]* **dest** result quaternion
  149. .. c:function:: float glm_quat_real(versor q)
  150. returns real part of quaternion
  151. Parameters:
  152. | *[in]* **q** quaternion
  153. Returns:
  154. real part (quat.w)
  155. .. c:function:: void glm_quat_imag(versor q, vec3 dest)
  156. returns imaginary part of quaternion
  157. Parameters:
  158. | *[in]* **q** quaternion
  159. | *[out]* **dest** imag
  160. .. c:function:: void glm_quat_imagn(versor q, vec3 dest)
  161. returns normalized imaginary part of quaternion
  162. Parameters:
  163. | *[in]* **q** quaternion
  164. | *[out]* **dest** imag
  165. .. c:function:: float glm_quat_imaglen(versor q)
  166. returns length of imaginary part of quaternion
  167. Parameters:
  168. | *[in]* **q** quaternion
  169. Returns:
  170. norm of imaginary part
  171. .. c:function:: float glm_quat_angle(versor q)
  172. returns angle of quaternion
  173. Parameters:
  174. | *[in]* **q** quaternion
  175. Returns:
  176. angles of quat (radians)
  177. .. c:function:: void glm_quat_axis(versor q, versor dest)
  178. axis of quaternion
  179. Parameters:
  180. | *[in]* **p** quaternion
  181. | *[out]* **dest** axis of quaternion
  182. .. c:function:: void glm_quat_mul(versor p, versor q, versor dest)
  183. | multiplies two quaternion and stores result in dest
  184. | this is also called Hamilton Product
  185. | According to WikiPedia:
  186. | The product of two rotation quaternions [clarification needed] will be
  187. equivalent to the rotation q followed by the rotation p
  188. Parameters:
  189. | *[in]* **p** quaternion 1 (first rotation)
  190. | *[in]* **q** quaternion 2 (second rotation)
  191. | *[out]* **dest** result quaternion
  192. .. c:function:: void glm_quat_mat4(versor q, mat4 dest)
  193. | convert quaternion to mat4
  194. Parameters:
  195. | *[in]* **q** quaternion
  196. | *[out]* **dest** result matrix
  197. .. c:function:: void glm_quat_mat4t(versor q, mat4 dest)
  198. | convert quaternion to mat4 (transposed). This is transposed version of glm_quat_mat4
  199. Parameters:
  200. | *[in]* **q** quaternion
  201. | *[out]* **dest** result matrix
  202. .. c:function:: void glm_quat_mat3(versor q, mat3 dest)
  203. | convert quaternion to mat3
  204. Parameters:
  205. | *[in]* **q** quaternion
  206. | *[out]* **dest** result matrix
  207. .. c:function:: void glm_quat_mat3t(versor q, mat3 dest)
  208. | convert quaternion to mat3 (transposed). This is transposed version of glm_quat_mat3
  209. Parameters:
  210. | *[in]* **q** quaternion
  211. | *[out]* **dest** result matrix
  212. .. c:function:: void glm_quat_lerp(versor from, versor to, float t, versor dest)
  213. | interpolates between two quaternions
  214. | using spherical linear interpolation (LERP)
  215. Parameters:
  216. | *[in]* **from** from
  217. | *[in]* **to** to
  218. | *[in]* **t** interpolant (amount) clamped between 0 and 1
  219. | *[out]* **dest** result quaternion
  220. .. c:function:: void glm_quat_nlerp(versor q, versor r, float t, versor dest)
  221. | interpolates between two quaternions
  222. | taking the shortest rotation path using
  223. | normalized linear interpolation (NLERP)
  224. | This is a cheaper alternative to slerp; most games use nlerp
  225. | for animations as it visually makes little difference.
  226. References:
  227. * `Understanding Slerp, Then Not Using it <http://number-none.com/product/Understanding%20Slerp,%20Then%20Not%20Using%20It>`_
  228. * `Lerp, Slerp and Nlerp <https://keithmaggio.wordpress.com/2011/02/15/math-magician-lerp-slerp-and-nlerp/>`_
  229. Parameters:
  230. | *[in]* **from** from
  231. | *[in]* **to** to
  232. | *[in]* **t** interpolant (amount) clamped between 0 and 1
  233. | *[out]* **dest** result quaternion
  234. .. c:function:: void glm_quat_slerp(versor q, versor r, float t, versor dest)
  235. | interpolates between two quaternions
  236. | using spherical linear interpolation (SLERP)
  237. Parameters:
  238. | *[in]* **from** from
  239. | *[in]* **to** to
  240. | *[in]* **t** interpolant (amount) clamped between 0 and 1
  241. | *[out]* **dest** result quaternion
  242. .. c:function:: void glm_quat_look(vec3 eye, versor ori, mat4 dest)
  243. | creates view matrix using quaternion as camera orientation
  244. Parameters:
  245. | *[in]* **eye** eye
  246. | *[in]* **ori** orientation in world space as quaternion
  247. | *[out]* **dest** result matrix
  248. .. c:function:: void glm_quat_for(vec3 dir, vec3 up, versor dest)
  249. | creates look rotation quaternion
  250. Parameters:
  251. | *[in]* **dir** direction to look
  252. | *[in]* **up** up vector
  253. | *[out]* **dest** result matrix
  254. .. c:function:: void glm_quat_forp(vec3 from, vec3 to, vec3 up, versor dest)
  255. | creates look rotation quaternion using source and destination positions p suffix stands for position
  256. | this is similar to glm_quat_for except this computes direction for glm_quat_for for you.
  257. Parameters:
  258. | *[in]* **from** source point
  259. | *[in]* **to** destination point
  260. | *[in]* **up** up vector
  261. | *[out]* **dest** result matrix
  262. .. c:function:: void glm_quat_rotatev(versor q, vec3 v, vec3 dest)
  263. | crotate vector using using quaternion
  264. Parameters:
  265. | *[in]* **q** quaternion
  266. | *[in]* **v** vector to rotate
  267. | *[out]* **dest** rotated vector
  268. .. c:function:: void glm_quat_rotate(mat4 m, versor q, mat4 dest)
  269. | rotate existing transform matrix using quaternion
  270. instead of passing identity matrix, consider to use quat_mat4 functions
  271. Parameters:
  272. | *[in]* **m** existing transform matrix to rotate
  273. | *[in]* **q** quaternion
  274. | *[out]* **dest** rotated matrix/transform
  275. .. c:function:: void glm_quat_rotate_at(mat4 m, versor q, vec3 pivot)
  276. | rotate existing transform matrix using quaternion at pivot point
  277. Parameters:
  278. | *[in, out]* **m** existing transform matrix to rotate
  279. | *[in]* **q** quaternion
  280. | *[in]* **pivot** pivot
  281. .. c:function:: void glm_quat_rotate_atm(mat4 m, versor q, vec3 pivot)
  282. | rotate NEW transform matrix using quaternion at pivot point
  283. | this creates rotation matrix, it assumes you don't have a matrix
  284. | this should work faster than glm_quat_rotate_at because it reduces one glm_translate.
  285. Parameters:
  286. | *[in, out]* **m** existing transform matrix to rotate
  287. | *[in]* **q** quaternion
  288. | *[in]* **pivot** pivot