quat.rst 11 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407
  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_norm`
  26. #. :c:func:`glm_quat_normalize`
  27. #. :c:func:`glm_quat_normalize_to`
  28. #. :c:func:`glm_quat_dot`
  29. #. :c:func:`glm_quat_conjugate`
  30. #. :c:func:`glm_quat_inv`
  31. #. :c:func:`glm_quat_add`
  32. #. :c:func:`glm_quat_sub`
  33. #. :c:func:`glm_quat_real`
  34. #. :c:func:`glm_quat_imag`
  35. #. :c:func:`glm_quat_imagn`
  36. #. :c:func:`glm_quat_imaglen`
  37. #. :c:func:`glm_quat_angle`
  38. #. :c:func:`glm_quat_axis`
  39. #. :c:func:`glm_quat_mul`
  40. #. :c:func:`glm_quat_mat4`
  41. #. :c:func:`glm_quat_mat4t`
  42. #. :c:func:`glm_quat_mat3`
  43. #. :c:func:`glm_quat_mat3t`
  44. #. :c:func:`glm_quat_lerp`
  45. #. :c:func:`glm_quat_nlerp`
  46. #. :c:func:`glm_quat_slerp`
  47. #. :c:func:`glm_quat_look`
  48. #. :c:func:`glm_quat_for`
  49. #. :c:func:`glm_quat_forp`
  50. #. :c:func:`glm_quat_rotatev`
  51. #. :c:func:`glm_quat_rotate`
  52. #. :c:func:`glm_quat_rotate_at`
  53. #. :c:func:`glm_quat_rotate_atm`
  54. Functions documentation
  55. ~~~~~~~~~~~~~~~~~~~~~~~
  56. .. c:function:: void glm_quat_identity(versor q)
  57. | makes given quat to identity
  58. Parameters:
  59. | *[in, out]* **q** quaternion
  60. .. c:function:: void glm_quat_identity_array(versor * __restrict q, size_t count)
  61. | make given quaternion array's each element identity quaternion
  62. Parameters:
  63. | *[in, out]* **q** quat array (must be aligned (16) if alignment is not disabled)
  64. | *[in]* **count** count of quaternions
  65. .. c:function:: void glm_quat_init(versor q, float x, float y, float z, float w)
  66. | inits quaternion with given values
  67. Parameters:
  68. | *[out]* **q** quaternion
  69. | *[in]* **x** imag.x
  70. | *[in]* **y** imag.y
  71. | *[in]* **z** imag.z
  72. | *[in]* **w** w (real part)
  73. .. c:function:: void glm_quat(versor q, float angle, float x, float y, float z)
  74. | creates NEW quaternion with individual axis components
  75. | given axis will be normalized
  76. Parameters:
  77. | *[out]* **q** quaternion
  78. | *[in]* **angle** angle (radians)
  79. | *[in]* **x** axis.x
  80. | *[in]* **y** axis.y
  81. | *[in]* **z** axis.z
  82. .. c:function:: void glm_quatv(versor q, float angle, vec3 axis)
  83. | creates NEW quaternion with axis vector
  84. | given axis will be normalized
  85. Parameters:
  86. | *[out]* **q** quaternion
  87. | *[in]* **angle** angle (radians)
  88. | *[in]* **axis** axis (will be normalized)
  89. .. c:function:: void glm_quat_copy(versor q, versor dest)
  90. | copy quaternion to another one
  91. Parameters:
  92. | *[in]* **q** source quaternion
  93. | *[out]* **dest** destination quaternion
  94. .. c:function:: float glm_quat_norm(versor q)
  95. | returns norm (magnitude) of quaternion
  96. Parameters:
  97. | *[in]* **a** quaternion
  98. Returns:
  99. norm (magnitude)
  100. .. c:function:: void glm_quat_normalize_to(versor q, versor dest)
  101. | normalize quaternion and store result in dest, original one will not be normalized
  102. Parameters:
  103. | *[in]* **q** quaternion to normalize into
  104. | *[out]* **dest** destination quaternion
  105. .. c:function:: void glm_quat_normalize(versor q)
  106. | normalize quaternion
  107. Parameters:
  108. | *[in, out]* **q** quaternion
  109. .. c:function:: float glm_quat_dot(versor p, versor q)
  110. dot product of two quaternion
  111. Parameters:
  112. | *[in]* **p** quaternion 1
  113. | *[in]* **q** quaternion 2
  114. Returns:
  115. dot product
  116. .. c:function:: void glm_quat_conjugate(versor q, versor dest)
  117. conjugate of quaternion
  118. Parameters:
  119. | *[in]* **q** quaternion
  120. | *[in]* **dest** conjugate
  121. .. c:function:: void glm_quat_inv(versor q, versor dest)
  122. inverse of non-zero quaternion
  123. Parameters:
  124. | *[in]* **q** quaternion
  125. | *[in]* **dest** inverse quaternion
  126. .. c:function:: void glm_quat_add(versor p, versor q, versor dest)
  127. add (componentwise) two quaternions and store result in dest
  128. Parameters:
  129. | *[in]* **p** quaternion 1
  130. | *[in]* **q** quaternion 2
  131. | *[in]* **dest** result quaternion
  132. .. c:function:: void glm_quat_sub(versor p, versor q, versor dest)
  133. subtract (componentwise) two quaternions and store result in dest
  134. Parameters:
  135. | *[in]* **p** quaternion 1
  136. | *[in]* **q** quaternion 2
  137. | *[in]* **dest** result quaternion
  138. .. c:function:: float glm_quat_real(versor q)
  139. returns real part of quaternion
  140. Parameters:
  141. | *[in]* **q** quaternion
  142. Returns:
  143. real part (quat.w)
  144. .. c:function:: void glm_quat_imag(versor q, vec3 dest)
  145. returns imaginary part of quaternion
  146. Parameters:
  147. | *[in]* **q** quaternion
  148. | *[out]* **dest** imag
  149. .. c:function:: void glm_quat_imagn(versor q, vec3 dest)
  150. returns normalized imaginary part of quaternion
  151. Parameters:
  152. | *[in]* **q** quaternion
  153. | *[out]* **dest** imag
  154. .. c:function:: float glm_quat_imaglen(versor q)
  155. returns length of imaginary part of quaternion
  156. Parameters:
  157. | *[in]* **q** quaternion
  158. Returns:
  159. norm of imaginary part
  160. .. c:function:: float glm_quat_angle(versor q)
  161. returns angle of quaternion
  162. Parameters:
  163. | *[in]* **q** quaternion
  164. Returns:
  165. angles of quat (radians)
  166. .. c:function:: void glm_quat_axis(versor q, versor dest)
  167. axis of quaternion
  168. Parameters:
  169. | *[in]* **p** quaternion
  170. | *[out]* **dest** axis of quaternion
  171. .. c:function:: void glm_quat_mul(versor p, versor q, versor dest)
  172. | multiplies two quaternion and stores result in dest
  173. | this is also called Hamilton Product
  174. | According to WikiPedia:
  175. | The product of two rotation quaternions [clarification needed] will be
  176. equivalent to the rotation q followed by the rotation p
  177. Parameters:
  178. | *[in]* **p** quaternion 1 (first rotation)
  179. | *[in]* **q** quaternion 2 (second rotation)
  180. | *[out]* **dest** result quaternion
  181. .. c:function:: void glm_quat_mat4(versor q, mat4 dest)
  182. | convert quaternion to mat4
  183. Parameters:
  184. | *[in]* **q** quaternion
  185. | *[out]* **dest** result matrix
  186. .. c:function:: void glm_quat_mat4t(versor q, mat4 dest)
  187. | convert quaternion to mat4 (transposed). This is transposed version of glm_quat_mat4
  188. Parameters:
  189. | *[in]* **q** quaternion
  190. | *[out]* **dest** result matrix
  191. .. c:function:: void glm_quat_mat3(versor q, mat3 dest)
  192. | convert quaternion to mat3
  193. Parameters:
  194. | *[in]* **q** quaternion
  195. | *[out]* **dest** result matrix
  196. .. c:function:: void glm_quat_mat3t(versor q, mat3 dest)
  197. | convert quaternion to mat3 (transposed). This is transposed version of glm_quat_mat3
  198. Parameters:
  199. | *[in]* **q** quaternion
  200. | *[out]* **dest** result matrix
  201. .. c:function:: void glm_quat_lerp(versor from, versor to, float t, versor dest)
  202. | interpolates between two quaternions
  203. | using spherical linear interpolation (LERP)
  204. Parameters:
  205. | *[in]* **from** from
  206. | *[in]* **to** to
  207. | *[in]* **t** interpolant (amount) clamped between 0 and 1
  208. | *[out]* **dest** result quaternion
  209. .. c:function:: void glm_quat_nlerp(versor q, versor r, float t, versor dest)
  210. | interpolates between two quaternions
  211. | taking the shortest rotation path using
  212. | normalized linear interpolation (NLERP)
  213. | This is a cheaper alternative to slerp; most games use nlerp
  214. | for animations as it visually makes little difference.
  215. References:
  216. * `Understanding Slerp, Then Not Using it <http://number-none.com/product/Understanding%20Slerp,%20Then%20Not%20Using%20It>`_
  217. * `Lerp, Slerp and Nlerp <https://keithmaggio.wordpress.com/2011/02/15/math-magician-lerp-slerp-and-nlerp/>`_
  218. Parameters:
  219. | *[in]* **from** from
  220. | *[in]* **to** to
  221. | *[in]* **t** interpolant (amount) clamped between 0 and 1
  222. | *[out]* **dest** result quaternion
  223. .. c:function:: void glm_quat_slerp(versor q, versor r, float t, versor dest)
  224. | interpolates between two quaternions
  225. | using spherical linear interpolation (SLERP)
  226. Parameters:
  227. | *[in]* **from** from
  228. | *[in]* **to** to
  229. | *[in]* **t** interpolant (amount) clamped between 0 and 1
  230. | *[out]* **dest** result quaternion
  231. .. c:function:: void glm_quat_look(vec3 eye, versor ori, mat4 dest)
  232. | creates view matrix using quaternion as camera orientation
  233. Parameters:
  234. | *[in]* **eye** eye
  235. | *[in]* **ori** orientation in world space as quaternion
  236. | *[out]* **dest** result matrix
  237. .. c:function:: void glm_quat_for(vec3 dir, vec3 up, versor dest)
  238. | creates look rotation quaternion
  239. Parameters:
  240. | *[in]* **dir** direction to look
  241. | *[in]* **up** up vector
  242. | *[out]* **dest** result matrix
  243. .. c:function:: void glm_quat_forp(vec3 from, vec3 to, vec3 up, versor dest)
  244. | creates look rotation quaternion using source and destination positions p suffix stands for position
  245. | this is similar to glm_quat_for except this computes direction for glm_quat_for for you.
  246. Parameters:
  247. | *[in]* **from** source point
  248. | *[in]* **to** destination point
  249. | *[in]* **up** up vector
  250. | *[out]* **dest** result matrix
  251. .. c:function:: void glm_quat_rotatev(versor q, vec3 v, vec3 dest)
  252. | crotate vector using using quaternion
  253. Parameters:
  254. | *[in]* **q** quaternion
  255. | *[in]* **v** vector to rotate
  256. | *[out]* **dest** rotated vector
  257. .. c:function:: void glm_quat_rotate(mat4 m, versor q, mat4 dest)
  258. | rotate existing transform matrix using quaternion
  259. instead of passing identity matrix, consider to use quat_mat4 functions
  260. Parameters:
  261. | *[in]* **m** existing transform matrix to rotate
  262. | *[in]* **q** quaternion
  263. | *[out]* **dest** rotated matrix/transform
  264. .. c:function:: void glm_quat_rotate_at(mat4 m, versor q, vec3 pivot)
  265. | rotate existing transform matrix using quaternion at pivot point
  266. Parameters:
  267. | *[in, out]* **m** existing transform matrix to rotate
  268. | *[in]* **q** quaternion
  269. | *[in]* **pivot** pivot
  270. .. c:function:: void glm_quat_rotate_atm(mat4 m, versor q, vec3 pivot)
  271. | rotate NEW transform matrix using quaternion at pivot point
  272. | this creates rotation matrix, it assumes you don't have a matrix
  273. | this should work faster than glm_quat_rotate_at because it reduces one glm_translate.
  274. Parameters:
  275. | *[in, out]* **m** existing transform matrix to rotate
  276. | *[in]* **q** quaternion
  277. | *[in]* **pivot** pivot