/* Copyright (C) 2009 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #ifndef INCLUDED_QUATERNION #define INCLUDED_QUATERNION #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); CQuaternion operator + (const CQuaternion &quat) const; CQuaternion &operator += (const CQuaternion &quat); CQuaternion operator - (const CQuaternion &quat) const; CQuaternion &operator -= (const CQuaternion &quat); CQuaternion operator * (const CQuaternion &quat) const; CQuaternion &operator *= (const CQuaternion &quat); CQuaternion operator * (float factor) const; float Dot(const CQuaternion& quat) const; 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); // Normalised linear interpolation void Nlerp(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