/************************************************************ * * 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