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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program 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 3 of the License, or
* (at your option) any later version.
*
* This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
// Quaternion-math borrowed from plib http://plib.sourceforge.net/index.html
// Which is covered by LGPL2
// And has this additional copyright note:
/*
Quaternion routines are Copyright (C) 1999
Kevin B. Thompson <kevinbthompson@yahoo.com>
Modified by Sylvan W. Clebsch <sylvan@stanford.edu>
Largely rewritten by "Negative0" <negative0@earthlink.net>
*/
#ifndef MATH_QUAT_H
#define MATH_QUAT_H
#include "common/scummsys.h"
#include "common/endian.h"
#include "math/rotation3d.h"
#include "math/vector.h"
#include "math/angle.h"
#include "math/vector4d.h"
#include "math/matrix4.h"
namespace Math {
class Quaternion : public Vector4d {
public:
/**
* Default Constructor, creates an identity Quaternion with no rotation.
*/
Quaternion() : Vector4d(0, 0, 0, 1.0) {}
/**
* Constructor from four floats in the order X,Y,Z,W
* The initial values should be normalized, otherwise call normalize() after creation
* @param lx The X value of the Quaternion
* @param ly The Y value of the Quaternion
* @param lz The Z value of the Quaternion
* @param lw The W value of the Quaternion
*/
Quaternion(float lx, float ly, float lz, float lw) : Vector4d(lx, ly, lz, lw) {}
/**
* Constructor from an existing Quaternion
* @param q The existing quaternion
* @return The new Quaternion
*/
Quaternion(const Quaternion &q) : Vector4d(q.x(), q.y(), q.z(), q.w()) {}
/**
* Constructor from a vector of four floats in the order X,Y,Z,W
* The initial values should be normalized, otherwise call normalize() after creation
* @param vec The vector of floats comprising the quaternion
* @return The new Quaternion
*/
Quaternion(const Vector4d &vec) : Vector4d(vec.x(), vec.y(), vec.z(), vec.w()) {}
/**
* Constructor from a rotation matrix
* @param m The rotation matrix
* @return The new Quaternion
*/
Quaternion(const Matrix3 &m);
/**
* Constructor from a rotation matrix
* @param m The rotation matrix
* @return The new Quaternion
*/
Quaternion(const Matrix4 &m);
/** Set the Quaternion from a rotation matrix
* @param m The matrix used to set the Quaternion
*/
void fromMatrix(const Matrix3 &m);
/**
* Constructor from an axis vector and the angle to rotate on that axis
* @param axis The axis to perform the rotation around
* @param angle The angle amount to rotate
* @return The new Quaternion
*/
Quaternion(const Vector3d &axis, const Angle &angle);
/**
* Constructs a Quaternion from Euler Coordinates
* @param first The Euler Angle for the first Axis
* @param second The Euler Angle for the second Axis
* @param third The Euler Angle for the third Axis
* @param order The Euler Order, specified in Rotation3D
* @return The new Quaternion
*/
static Quaternion fromEuler(const Angle &first, const Angle &second, const Angle &third, EulerOrder order);
/**
* Returns Euler Angles based on the Euler Order
* @param first The Euler Angle for the first Axis
* @param second The Euler Angle for the second Axis
* @param third The Euler Angle for the third Axis
* @param order The Euler Order, specified in Rotation3D
* @return The new Quaternion
*/
void getEuler(Angle *first, Angle *second, Angle *third, EulerOrder order) const;
/**
* Create a Quaternion from a rotation around the X Axis
* @param angle The Euler Angle for rotation
* @return The resulting Quaternion
*/
static Quaternion xAxis(const Angle &angle);
/**
* Create a Quaternion from a rotation around the Y Axis
* @param angle The Euler Angle for rotation
* @return The resulting Quaternion
*/
static Quaternion yAxis(const Angle &angle);
/**
* Create a Quaternion from a rotation around the Z Axis
* @param angle The Euler Angle for rotation
* @return The resulting Quaternion
*/
static Quaternion zAxis(const Angle &angle);
/**
* Normalize the Quaternion
* @return A reference to this quaternion
*/
Quaternion &normalize();
/**
* Rotate a vector by a Quaternion
* @param v The Vector to be rotated
*/
void transform(Vector3d &v) const;
/**
* Converts from this Quaternion to a Matrix4 representation
* @return The resulting matrix
*/
Matrix4 toMatrix() const;
/**
* Converts from this Quaternion to a Matrix4 representation
* @param dst The resulting matrix
*/
void toMatrix(Matrix4 &dst) const;
/**
* Make a new Quaternion that's the inverse of this Quaternion
* @return The resulting Quaternion
*/
Quaternion inverse() const;
/**
* Slerps between this quaternion and to by factor t
* @param to the quaternion to slerp between
* @param t factor to slerp by.
* @return the resulting quaternion.
*/
Quaternion slerpQuat(const Quaternion& to, const float t) const;
/**
* Get the direction vector specified by col
* @param col Column in the rotation matrix to get the direction vector from
* @return The resulting Vector3d
*/
Vector3d directionVector(const int col) const;
/**
* Get the angle between two quaternions
* @param to The quaternion we're comparing against
* @return The angle between the two
*/
Angle getAngleBetween(const Quaternion &to);
/**
* Assignment operator
* @param vec The source quaternion
* @return A reference to this Quaternion
*/
Quaternion& operator=(const Quaternion& quat);
/**
* Multiply two Quaternions
* @param quat The Quaternion multiplicand
* @return The result of the multiplication
*/
Quaternion operator*(const Quaternion &quat) const;
Quaternion& operator*=(const Quaternion &quat);
/**
* Multiply this Quaternion by a constant
* @param quat The Quaternion multiplicand
* @return The result of the multiplication
*/
Quaternion operator*(const float c) const;
/**
* Sum two quaternions
* @param quat The Quaternion to be added
* @return The result of the addition
*/
Quaternion operator+(const Quaternion &o) const;
Quaternion& operator+=(const Quaternion &o);
/**
* Compare quaternions
* @param quat The Quaternion to be compared
* @return The result of the comparison
*/
bool operator==(const Quaternion &o) const;
bool operator!=(const Quaternion &o) const;
};
} // end of namespace Math
#endif
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