2012-01-06 22:15:48 +00:00
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/* ResidualVM - A 3D game interpreter
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2011-12-30 13:49:01 +00:00
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*
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2012-01-06 22:15:48 +00:00
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* ResidualVM is the legal property of its developers, whose names
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2011-12-30 13:49:01 +00:00
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*
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*/
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// Quaternion-math borrowed from plib http://plib.sourceforge.net/index.html
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// Which is covered by LGPL2
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#ifndef MATH_QUAT_H
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#define MATH_QUAT_H
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#include "common/scummsys.h"
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#include "common/endian.h"
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#include "math/vector.h"
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#include "math/angle.h"
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#include "math/vector4d.h"
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#include "matrix4.h"
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namespace Math {
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class Quaternion : public Vector4d {
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public:
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Quaternion() : Vector4d(0, 0, 0, 0) {}
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Quaternion(float lx, float ly, float lz, float lw) : Vector4d(lx, ly, lz, lw) {}
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Quaternion(const Quaternion &q) : Vector4d(q.x(), q.y(), q.z(), q.w()) {}
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2012-01-30 20:04:08 +00:00
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Quaternion(const Vector4d &vec) : Vector4d(vec.x(), vec.y(), vec.z(), vec.w()) {}
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2011-12-30 13:49:01 +00:00
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Matrix4 toMatrix();
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2012-01-30 22:33:03 +00:00
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/**
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* Slerps between this quaternion and to by factor t
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* @param to the quaternion to slerp between
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* @param t factor to slerp by.
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* @return the resulting quaternion.
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*/
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Quaternion slerpQuat(const Quaternion& to, const float t);
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2011-12-30 13:49:01 +00:00
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inline static Quaternion get_quaternion(const char *data) {
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return Quaternion(get_float(data), get_float(data + 4), get_float(data + 8), get_float(data + 12));
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}
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2012-01-30 20:04:08 +00:00
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Quaternion& operator=(Vector4d &vec);
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2011-12-30 13:49:01 +00:00
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};
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} // end of namespace Math
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#endif
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