/********************************************************************************
* *
* S i n g l e - P r e c i s i o n Q u a t e r n i o n *
* *
*********************************************************************************
* Copyright (C) 1994,2006 by Jeroen van der Zijp. All Rights Reserved. *
*********************************************************************************
* This library is free software; you can redistribute it and/or *
* modify it under the terms of the GNU Lesser General Public *
* License as published by the Free Software Foundation; either *
* version 2.1 of the License, or (at your option) any later version. *
* *
* This library 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 *
* Lesser General Public License for more details. *
* *
* You should have received a copy of the GNU Lesser General Public *
* License along with this library; if not, write to the Free Software *
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA. *
*********************************************************************************
* $Id: FXQuatf.h 2344 2006-02-12 21:19:36Z lyle $ *
********************************************************************************/
#ifndef FXQUATF_H
#define FXQUATF_H
namespace FX {
class FXMat3f;
/// Single-precision quaternion
class FXAPI FXQuatf : public FXVec4f {
public:
/// Construct
FXQuatf(){}
/// Copy constructor
FXQuatf(const FXQuatf& q):FXVec4f(q){}
/// Construct from components
FXQuatf(FXfloat xx,FXfloat yy,FXfloat zz,FXfloat ww):FXVec4f(xx,yy,zz,ww){}
/// Construct from array of floats
FXQuatf(const FXfloat v[]):FXVec4f(v){}
/// Construct from axis and angle
FXQuatf(const FXVec3f& axis,FXfloat phi=0.0f);
/// Construct from euler angles yaw (z), pitch (y), and roll (x)
FXQuatf(FXfloat roll,FXfloat pitch,FXfloat yaw);
/// Construct quaternion from two unit vectors
FXQuatf(const FXVec3f& fr,const FXVec3f& to);
/// Construct quaternion from three axes
FXQuatf(const FXVec3f& ex,const FXVec3f& ey,const FXVec3f& ez);
/// Construct quaternion from 3x3 matrix
FXQuatf(const FXMat3f& mat);
/// Adjust quaternion length
FXQuatf& adjust();
/// Set quaternion from axis and angle
void setAxisAngle(const FXVec3f& axis,FXfloat phi=0.0f);
/// Obtain axis and angle from quaternion
void getAxisAngle(FXVec3f& axis,FXfloat& phi) const;
/// Set quaternion from roll (x), pitch (y), yaw (z)
void setRollPitchYaw(FXfloat roll,FXfloat pitch,FXfloat yaw);
void getRollPitchYaw(FXfloat& roll,FXfloat& pitch,FXfloat& yaw) const;
/// Set quaternion from yaw (z), pitch (y), roll (x)
void setYawPitchRoll(FXfloat yaw,FXfloat pitch,FXfloat roll);
void getYawPitchRoll(FXfloat& yaw,FXfloat& pitch,FXfloat& roll) const;
/// Set quaternion from roll (x), yaw (z), pitch (y)
void setRollYawPitch(FXfloat roll,FXfloat yaw,FXfloat pitch);
void getRollYawPitch(FXfloat& roll,FXfloat& yaw,FXfloat& pitch) const;
/// Set quaternion from pitch (y), roll (x),yaw (z)
void setPitchRollYaw(FXfloat pitch,FXfloat roll,FXfloat yaw);
void getPitchRollYaw(FXfloat& pitch,FXfloat& roll,FXfloat& yaw) const;
/// Set quaternion from pitch (y), yaw (z), roll (x)
void setPitchYawRoll(FXfloat pitch,FXfloat yaw,FXfloat roll);
void getPitchYawRoll(FXfloat& pitch,FXfloat& yaw,FXfloat& roll) const;
/// Set quaternion from yaw (z), roll (x), pitch (y)
void setYawRollPitch(FXfloat yaw,FXfloat roll,FXfloat pitch);
void getYawRollPitch(FXfloat& yaw,FXfloat& roll,FXfloat& pitch) const;
/// Set quaternion from axes
void setAxes(const FXVec3f& ex,const FXVec3f& ey,const FXVec3f& ez);
/// Get quaternion axes
void getAxes(FXVec3f& ex,FXVec3f& ey,FXVec3f& ez) const;
/// Obtain local x axis
FXVec3f getXAxis() const;
/// Obtain local y axis
FXVec3f getYAxis() const;
/// Obtain local z axis
FXVec3f getZAxis() const;
/// Exponentiate quaternion
FXQuatf exp() const;
/// Take logarithm of quaternion
FXQuatf log() const;
/// Invert quaternion
FXQuatf invert() const;
/// Invert unit quaternion
FXQuatf unitinvert() const;
/// Conjugate quaternion
FXQuatf conj() const;
/// Construct quaternion from arc a->b on unit sphere
FXQuatf& arc(const FXVec3f& a,const FXVec3f& b);
/// Spherical lerp
FXQuatf& lerp(const FXQuatf& u,const FXQuatf& v,FXfloat f);
/// Multiply quaternions
FXQuatf operator*(const FXQuatf& q) const;
/// Rotation of a vector by a quaternion
FXVec3f operator*(const FXVec3f& v) const;
};
}
#endif