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- /*
- Copyright (c) 2013 Daniele Bartolini, Michele Rossi
- Copyright (c) 2012 Daniele Bartolini, Simone Boscaratto
- Permission is hereby granted, free of charge, to any person
- obtaining a copy of this software and associated documentation
- files (the "Software"), to deal in the Software without
- restriction, including without limitation the rights to use,
- copy, modify, merge, publish, distribute, sublicense, and/or sell
- copies of the Software, and to permit persons to whom the
- Software is furnished to do so, subject to the following
- conditions:
- The above copyright notice and this permission notice shall be
- included in all copies or substantial portions of the Software.
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
- EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
- OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
- NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
- HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
- WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
- OTHER DEALINGS IN THE SOFTWARE.
- */
- #pragma once
- #include "Types.h"
- #include "Vector3.h"
- namespace crown
- {
- struct Matrix3x3;
- struct Matrix4x4;
- /// Quaternion.
- ///
- /// @a Note:
- /// This implementation uses the standard quaternion
- /// multiplication equation, so, the order of multiplication
- /// for multiple rotations is in a reverse fashion:
- /// p' = qpq^-1 where p is the point and q the rotation quaternion
- ///
- /// p' = (ba)p(ba)^-1 where p is the point and (ba) the concatenation of two successive rotations
- /// In this case, the point p is first rotated by the quaternion a and then by the quaternion b.
- /// The transformation order is reversed.
- struct Quaternion
- {
- public:
- Vector3 v;
- float w;
- public:
- /// Does nothing
- Quaternion();
- /// Constructs from individual components.
- Quaternion(float nx, float ny, float nz, float nw);
- /// Builds the quaternion from an @a axis and a @a angle.
- Quaternion(const Vector3& axis, float angle);
- /// Negates the quaternion.
- void negate();
- /// Builds the identity quaternion.
- void load_identity();
- /// Returns the lenght of the quaternion.
- float length() const;
- /// Conjugates the quaternion.
- void conjugate();
- /// Returns the quaternion's conjugate.
- Quaternion get_conjugate() const;
- /// Quaternion's inverse
- Quaternion get_inverse() const;
- Matrix3x3 to_matrix3x3() const;
- Matrix4x4 to_matrix4x4() const;
- /// Cross product
- Quaternion operator*(const Quaternion& b) const;
- /// Multiplication by a scalar
- Quaternion operator*(const float& k) const;
- Quaternion power(float exp);
- public:
- static const Quaternion IDENTITY;
- };
- } // namespace crown
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