quat.rst 12 KB

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