/// @ref gtc_quaternion /// @file glm/gtc/quaternion.hpp /// /// @see core (dependence) /// @see gtc_constants (dependence) /// /// @defgroup gtc_quaternion GLM_GTC_quaternion /// @ingroup gtc /// /// Include to use the features of this extension. /// /// Defines a templated quaternion type and several quaternion operations. #pragma once // Dependency: #include "../gtc/constants.hpp" #include "../gtc/matrix_transform.hpp" #include "../ext/vector_relational.hpp" #include "../ext/quaternion_common.hpp" #include "../ext/quaternion_float.hpp" #include "../ext/quaternion_float_precision.hpp" #include "../ext/quaternion_double.hpp" #include "../ext/quaternion_double_precision.hpp" #include "../ext/quaternion_relational.hpp" #include "../ext/quaternion_geometric.hpp" #include "../ext/quaternion_trigonometric.hpp" #include "../ext/quaternion_transform.hpp" #include "../detail/type_mat3x3.hpp" #include "../detail/type_mat4x4.hpp" #include "../detail/type_vec3.hpp" #include "../detail/type_vec4.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_GTC_quaternion extension included") #endif namespace glm { /// @addtogroup gtc_quaternion /// @{ /// Returns euler angles, pitch as x, yaw as y, roll as z. /// The result is expressed in radians. /// /// @tparam T Floating-point scalar types. /// /// @see gtc_quaternion template GLM_FUNC_DECL vec<3, T, Q> eulerAngles(qua const& x); /// Returns roll value of euler angles expressed in radians. /// /// @tparam T Floating-point scalar types. /// /// @see gtc_quaternion template GLM_FUNC_DECL T roll(qua const& x); /// Returns pitch value of euler angles expressed in radians. /// /// @tparam T Floating-point scalar types. /// /// @see gtc_quaternion template GLM_FUNC_DECL T pitch(qua const& x); /// Returns yaw value of euler angles expressed in radians. /// /// @tparam T Floating-point scalar types. /// /// @see gtc_quaternion template GLM_FUNC_DECL T yaw(qua const& x); /// Converts a quaternion to a 3 * 3 matrix. /// /// @tparam T Floating-point scalar types. /// /// @see gtc_quaternion template GLM_FUNC_DECL mat<3, 3, T, Q> mat3_cast(qua const& x); /// Converts a quaternion to a 4 * 4 matrix. /// /// @tparam T Floating-point scalar types. /// /// @see gtc_quaternion template GLM_FUNC_DECL mat<4, 4, T, Q> mat4_cast(qua const& x); /// Converts a pure rotation 3 * 3 matrix to a quaternion. /// /// @tparam T Floating-point scalar types. /// /// @see gtc_quaternion template GLM_FUNC_DECL qua quat_cast(mat<3, 3, T, Q> const& x); /// Converts a pure rotation 4 * 4 matrix to a quaternion. /// /// @tparam T Floating-point scalar types. /// /// @see gtc_quaternion template GLM_FUNC_DECL qua quat_cast(mat<4, 4, T, Q> const& x); /// Returns the component-wise comparison result of x < y. /// /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum /// /// @see ext_quaternion_relational template GLM_FUNC_DECL vec<4, bool, Q> lessThan(qua const& x, qua const& y); /// Returns the component-wise comparison of result x <= y. /// /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum /// /// @see ext_quaternion_relational template GLM_FUNC_DECL vec<4, bool, Q> lessThanEqual(qua const& x, qua const& y); /// Returns the component-wise comparison of result x > y. /// /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum /// /// @see ext_quaternion_relational template GLM_FUNC_DECL vec<4, bool, Q> greaterThan(qua const& x, qua const& y); /// Returns the component-wise comparison of result x >= y. /// /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum /// /// @see ext_quaternion_relational template GLM_FUNC_DECL vec<4, bool, Q> greaterThanEqual(qua const& x, qua const& y); /// Build a look at quaternion based on the default handedness. /// /// @param direction Desired forward direction. Needs to be normalized. /// @param up Up vector, how the camera is oriented. Typically (0, 1, 0). template GLM_FUNC_DECL qua quatLookAt( vec<3, T, Q> const& direction, vec<3, T, Q> const& up); /// Build a right-handed look at quaternion. /// /// @param direction Desired forward direction onto which the -z-axis gets mapped. Needs to be normalized. /// @param up Up vector, how the camera is oriented. Typically (0, 1, 0). template GLM_FUNC_DECL qua quatLookAtRH( vec<3, T, Q> const& direction, vec<3, T, Q> const& up); /// Build a left-handed look at quaternion. /// /// @param direction Desired forward direction onto which the +z-axis gets mapped. Needs to be normalized. /// @param up Up vector, how the camera is oriented. Typically (0, 1, 0). template GLM_FUNC_DECL qua quatLookAtLH( vec<3, T, Q> const& direction, vec<3, T, Q> const& up); /// @} } //namespace glm #include "quaternion.inl"