0ad/source/maths/Quaternion.h
Ykkrosh 173c56140c # Fixed skeletal animation algorithm.
* Skinning is done in a way that works when there's more than one bone
influencing a vertex.
 * PMDs now store vertexes in world-space instead of bind-space. (The
loader converts the old-version PMDs so they still work.)
 * Moved SkinPoint, SkinNormal into CModelDef so it could use them when
loading the old PMDs.
 * Made the FastNormals approach non-optional, so the inverse-transpose
bone matrices could be removed. Changed the explanation of why it's a
valid approach.
 * Quaternion: Made GetInverse assume that the quaternions have unit
length (which they do when they're representing 3D rotations).
 * lib: Added support for DDS files that aren't a multiple of 4x4 (most
useful for 1x1, 2x2, etc that are still powers of two).
 * Actor Viewer: Added white terrain texture to the minimal test mod, so
shadows are visible. Changed default so walk/run animations don't move
the unit along the ground.
 * Removed some redundant repetition in doc comments.
 * Removed some unnecessary #includes.

This was SVN commit r4696.
2006-12-15 16:09:30 +00:00

62 lines
1.5 KiB
C++

/************************************************************
*
* File Name: Quaternion.H
*
* Description:
*
************************************************************/
#ifndef QUATERNION_H
#define QUATERNION_H
#include "Matrix3D.h"
#include "Vector3D.h"
class CQuaternion
{
public:
CVector3D m_V;
float m_W;
public:
CQuaternion();
CQuaternion(float x, float y, float z, float w);
// Quaternion addition
CQuaternion operator + (const CQuaternion &quat) const;
// Quaternion addition/assignment
CQuaternion &operator += (const CQuaternion &quat);
// Quaternion multiplication
CQuaternion operator * (const CQuaternion &quat) const;
// Quaternion multiplication/assignment
CQuaternion &operator *= (const CQuaternion &quat);
void FromEulerAngles (float x, float y, float z);
CVector3D ToEulerAngles();
// Convert the quaternion to matrix
CMatrix3D ToMatrix() const;
void ToMatrix(CMatrix3D& result) const;
// Sphere interpolation
void Slerp(const CQuaternion& from, const CQuaternion& to, float ratio);
// Create a quaternion from axis/angle representation of a rotation
void FromAxisAngle(const CVector3D& axis, float angle);
// Convert the quaternion to axis/angle representation of a rotation
void ToAxisAngle(CVector3D& axis, float& angle);
// Normalize this quaternion
void Normalize();
// Rotate a vector by this quaternion. Assumes the quaternion is normalised.
CVector3D Rotate(const CVector3D& vec) const;
// Calculate q^-1. Assumes the quaternion is normalised.
CQuaternion GetInverse() const;
};
#endif