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<?xml version="1.0"?>
<!DOCTYPE refentry PUBLIC "-//OASIS//DTD DocBook XML V4.1.2//EN"
"http://www.oasis-open.org/docbook/xml/4.1.2/docbookx.dtd">
<refentry id="libg3d-quat">
<refmeta>
<refentrytitle role="top_of_page" id="libg3d-quat.top_of_page">quat</refentrytitle>
<manvolnum>3</manvolnum>
<refmiscinfo>LIBG3D Library</refmiscinfo>
</refmeta>
<refnamediv>
<refname>quat</refname>
<refpurpose>quaternion helpers</refpurpose>
<!--[<xref linkend="desc" endterm="desc.title"/>]-->
</refnamediv>
<refsynopsisdiv id="libg3d-quat.synopsis" role="synopsis">
<title role="synopsis.title">Synopsis</title>
<synopsis>
#include <g3d/quat.h>
typedef <link linkend="G3DQuat">G3DQuat</link>;
<link linkend="gboolean">gboolean</link> <link linkend="g3d-quat-add">g3d_quat_add</link> (<link linkend="G3DQuat">G3DQuat</link> *qr,
<link linkend="G3DQuat">G3DQuat</link> *q1,
<link linkend="G3DQuat">G3DQuat</link> *q2);
<link linkend="gboolean">gboolean</link> <link linkend="g3d-quat-normalize">g3d_quat_normalize</link> (<link linkend="G3DQuat">G3DQuat</link> *q);
<link linkend="gboolean">gboolean</link> <link linkend="g3d-quat-rotate">g3d_quat_rotate</link> (<link linkend="G3DQuat">G3DQuat</link> *q,
<link linkend="G3DVector">G3DVector</link> *axis,
<link linkend="G3DFloat">G3DFloat</link> angle);
<link linkend="gboolean">gboolean</link> <link linkend="g3d-quat-to-matrix">g3d_quat_to_matrix</link> (<link linkend="G3DQuat">G3DQuat</link> *q,
<link linkend="G3DMatrix">G3DMatrix</link> *matrix);
<link linkend="gboolean">gboolean</link> <link linkend="g3d-quat-to-rotation-xyz">g3d_quat_to_rotation_xyz</link> (<link linkend="G3DQuat">G3DQuat</link> *q,
<link linkend="G3DFloat">G3DFloat</link> *rx,
<link linkend="G3DFloat">G3DFloat</link> *ry,
<link linkend="G3DFloat">G3DFloat</link> *rz);
<link linkend="gboolean">gboolean</link> <link linkend="g3d-quat-trackball">g3d_quat_trackball</link> (<link linkend="G3DQuat">G3DQuat</link> *q,
<link linkend="G3DFloat">G3DFloat</link> x1,
<link linkend="G3DFloat">G3DFloat</link> y1,
<link linkend="G3DFloat">G3DFloat</link> x2,
<link linkend="G3DFloat">G3DFloat</link> y2,
<link linkend="G3DFloat">G3DFloat</link> r);
</synopsis>
</refsynopsisdiv>
<refsect1 id="libg3d-quat.description" role="desc">
<title role="desc.title">Description</title>
<para>
</para>
<para>
</para>
</refsect1>
<refsect1 id="libg3d-quat.details" role="details">
<title role="details.title">Details</title>
<refsect2 id="G3DQuat" role="typedef">
<title>G3DQuat</title>
<indexterm zone="G3DQuat"><primary>G3DQuat</primary></indexterm><programlisting>typedef G3DFloat G3DQuat;
</programlisting>
<para>
Quaternion element type.</para>
<para>
</para></refsect2>
<refsect2 id="g3d-quat-add" role="function">
<title>g3d_quat_add ()</title>
<indexterm zone="g3d-quat-add"><primary>g3d_quat_add</primary></indexterm><programlisting><link linkend="gboolean">gboolean</link> g3d_quat_add (<link linkend="G3DQuat">G3DQuat</link> *qr,
<link linkend="G3DQuat">G3DQuat</link> *q1,
<link linkend="G3DQuat">G3DQuat</link> *q2);</programlisting>
<para>
Add two quats.</para>
<para>
</para><variablelist role="params">
<varlistentry><term><parameter>qr</parameter> :</term>
<listitem><simpara> result quat
</simpara></listitem></varlistentry>
<varlistentry><term><parameter>q1</parameter> :</term>
<listitem><simpara> first quat
</simpara></listitem></varlistentry>
<varlistentry><term><parameter>q2</parameter> :</term>
<listitem><simpara> second quat
</simpara></listitem></varlistentry>
<varlistentry><term><emphasis>Returns</emphasis> :</term><listitem><simpara> TRUE on success, FALSE else
</simpara></listitem></varlistentry>
</variablelist></refsect2>
<refsect2 id="g3d-quat-normalize" role="function">
<title>g3d_quat_normalize ()</title>
<indexterm zone="g3d-quat-normalize"><primary>g3d_quat_normalize</primary></indexterm><programlisting><link linkend="gboolean">gboolean</link> g3d_quat_normalize (<link linkend="G3DQuat">G3DQuat</link> *q);</programlisting>
<para>
normalize the quaternion to a length of 1.0.</para>
<para>
</para><variablelist role="params">
<varlistentry><term><parameter>q</parameter> :</term>
<listitem><simpara> a quaternion
</simpara></listitem></varlistentry>
<varlistentry><term><emphasis>Returns</emphasis> :</term><listitem><simpara> TRUE on success, FALSE else
</simpara></listitem></varlistentry>
</variablelist></refsect2>
<refsect2 id="g3d-quat-rotate" role="function">
<title>g3d_quat_rotate ()</title>
<indexterm zone="g3d-quat-rotate"><primary>g3d_quat_rotate</primary></indexterm><programlisting><link linkend="gboolean">gboolean</link> g3d_quat_rotate (<link linkend="G3DQuat">G3DQuat</link> *q,
<link linkend="G3DVector">G3DVector</link> *axis,
<link linkend="G3DFloat">G3DFloat</link> angle);</programlisting>
<para>
Encode a rotation around an axis into quaternion.</para>
<para>
</para><variablelist role="params">
<varlistentry><term><parameter>q</parameter> :</term>
<listitem><simpara> resulting quat
</simpara></listitem></varlistentry>
<varlistentry><term><parameter>axis</parameter> :</term>
<listitem><simpara> rotation axis
</simpara></listitem></varlistentry>
<varlistentry><term><parameter>angle</parameter> :</term>
<listitem><simpara> rotation angle
</simpara></listitem></varlistentry>
<varlistentry><term><emphasis>Returns</emphasis> :</term><listitem><simpara> TRUE on success, FALSE else
</simpara></listitem></varlistentry>
</variablelist></refsect2>
<refsect2 id="g3d-quat-to-matrix" role="function">
<title>g3d_quat_to_matrix ()</title>
<indexterm zone="g3d-quat-to-matrix"><primary>g3d_quat_to_matrix</primary></indexterm><programlisting><link linkend="gboolean">gboolean</link> g3d_quat_to_matrix (<link linkend="G3DQuat">G3DQuat</link> *q,
<link linkend="G3DMatrix">G3DMatrix</link> *matrix);</programlisting>
<para>
Convert a quaternion to a transformation matrix.</para>
<para>
</para><variablelist role="params">
<varlistentry><term><parameter>q</parameter> :</term>
<listitem><simpara> source quat
</simpara></listitem></varlistentry>
<varlistentry><term><parameter>matrix</parameter> :</term>
<listitem><simpara> resulting matrix
</simpara></listitem></varlistentry>
<varlistentry><term><emphasis>Returns</emphasis> :</term><listitem><simpara> TRUE on success, FALSE else
</simpara></listitem></varlistentry>
</variablelist></refsect2>
<refsect2 id="g3d-quat-to-rotation-xyz" role="function">
<title>g3d_quat_to_rotation_xyz ()</title>
<indexterm zone="g3d-quat-to-rotation-xyz"><primary>g3d_quat_to_rotation_xyz</primary></indexterm><programlisting><link linkend="gboolean">gboolean</link> g3d_quat_to_rotation_xyz (<link linkend="G3DQuat">G3DQuat</link> *q,
<link linkend="G3DFloat">G3DFloat</link> *rx,
<link linkend="G3DFloat">G3DFloat</link> *ry,
<link linkend="G3DFloat">G3DFloat</link> *rz);</programlisting>
<para>
Calculate the rotation around the three coordinate axes from a given
quaternion.</para>
<para>
</para><variablelist role="params">
<varlistentry><term><parameter>q</parameter> :</term>
<listitem><simpara> a quaternion
</simpara></listitem></varlistentry>
<varlistentry><term><parameter>rx</parameter> :</term>
<listitem><simpara> rotation around x axis
</simpara></listitem></varlistentry>
<varlistentry><term><parameter>ry</parameter> :</term>
<listitem><simpara> rotation around y axis
</simpara></listitem></varlistentry>
<varlistentry><term><parameter>rz</parameter> :</term>
<listitem><simpara> rotation around z axis
</simpara></listitem></varlistentry>
<varlistentry><term><emphasis>Returns</emphasis> :</term><listitem><simpara> TRUE on success, FALSE else
</simpara></listitem></varlistentry>
</variablelist></refsect2>
<refsect2 id="g3d-quat-trackball" role="function">
<title>g3d_quat_trackball ()</title>
<indexterm zone="g3d-quat-trackball"><primary>g3d_quat_trackball</primary></indexterm><programlisting><link linkend="gboolean">gboolean</link> g3d_quat_trackball (<link linkend="G3DQuat">G3DQuat</link> *q,
<link linkend="G3DFloat">G3DFloat</link> x1,
<link linkend="G3DFloat">G3DFloat</link> y1,
<link linkend="G3DFloat">G3DFloat</link> x2,
<link linkend="G3DFloat">G3DFloat</link> y2,
<link linkend="G3DFloat">G3DFloat</link> r);</programlisting>
<para>
Emulate a virtual trackball movement and return rotation as quaternion.
The x and y values of the starting and end point of the movement have
to be in the range -1.0 .. 1.0.</para>
<para>
</para><variablelist role="params">
<varlistentry><term><parameter>q</parameter> :</term>
<listitem><simpara> resulting quaternion
</simpara></listitem></varlistentry>
<varlistentry><term><parameter>x1</parameter> :</term>
<listitem><simpara> x value of first point
</simpara></listitem></varlistentry>
<varlistentry><term><parameter>y1</parameter> :</term>
<listitem><simpara> y value of first point
</simpara></listitem></varlistentry>
<varlistentry><term><parameter>x2</parameter> :</term>
<listitem><simpara> x value of second point
</simpara></listitem></varlistentry>
<varlistentry><term><parameter>y2</parameter> :</term>
<listitem><simpara> y value of second point
</simpara></listitem></varlistentry>
<varlistentry><term><parameter>r</parameter> :</term>
<listitem><simpara> radius of virtual trackball, usually 0.8
</simpara></listitem></varlistentry>
<varlistentry><term><emphasis>Returns</emphasis> :</term><listitem><simpara> TRUE on success, FALSE else
</simpara></listitem></varlistentry>
</variablelist></refsect2>
</refsect1>
</refentry>
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