0ad/source/maths/Quaternion.h
Ykkrosh fc111ecb08 # Minor optimisations and features.
Made CMatrix3D::Translate assume something sensible about the structure
of the matrix, so it doesn't have to do a matrix multiplication.
Added quaternion nlerp (but haven't used it anywhere).
Changed animation interpolation so it loops smoothly in the actor viewer
but (hopefully) doesn't interpolate dying units into a half-upright
pose.

This was SVN commit r4932.
2007-03-01 00:14:35 +00:00

68 lines
1.7 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);
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