/*==LICENSE==* CyanWorlds.com Engine - MMOG client, server and tools Copyright (C) 2011 Cyan Worlds, Inc. 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 . Additional permissions under GNU GPL version 3 section 7 If you modify this Program, or any covered work, by linking or combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK (or a modified version of those libraries), containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the licensors of this Program grant you additional permission to convey the resulting work. Corresponding Source for a non-source form of such a combination shall include the source code for the parts of OpenSSL and IJG JPEG Library used as well as that of the covered work. You can contact Cyan Worlds, Inc. by email legal@cyan.com or by snail mail at: Cyan Worlds, Inc. 14617 N Newport Hwy Mead, WA 99021 *==LICENSE==*/ #ifndef HSQUAT_inc #define HSQUAT_inc #include "hsGeometry3.h" struct hsMatrix44; // // Quaternion class. // For conversion to and from euler angles, see hsEuler.cpp,h. // class hsQuat { public: hsScalar fX,fY,fZ,fW; // Constructors hsQuat(){} hsQuat(hsScalar X, hsScalar Y, hsScalar Z, hsScalar W) : fX(X), fY(Y), fZ(Z), fW(W) {} hsQuat(const hsQuat& a) { fX = a.fX; fY = a.fY; fZ = a.fZ; fW = a.fW; } hsQuat(hsScalar af[4]) { fX = af[0]; fY = af[1]; fZ = af[2]; fW = af[3]; } hsQuat(hsScalar rad, const hsVector3* axis); static hsQuat QuatFromMatrix44(const hsMatrix44& mat); hsQuat& SetFromMatrix44(const hsMatrix44& mat); void SetFromMatrix(const hsMatrix44 *mat); void SetFromSlerp(const hsQuat &q1, const hsQuat &q2, hsScalar t, int spin=0); void Set(hsScalar X, hsScalar Y, hsScalar Z, hsScalar W) { fX = X; fY = Y; fZ = Z; fW = W; } void GetAngleAxis(hsScalar *rad, hsVector3 *axis) const; void SetAngleAxis(const hsScalar rad, const hsVector3 &axis); hsPoint3 Rotate(const hsScalarTriple* v) const; // Access operators hsScalar& operator[](int i) { return (&fX)[i]; } const hsScalar& operator[](int i) const { return (&fX)[i]; } // Unary operators hsQuat operator-() const { return(hsQuat(-fX,-fY,-fZ,-fW)); } hsQuat operator+() const { return *this; } // Comparison int operator==(const hsQuat& a) const { return (fX==a.fX && fY==a.fY && fZ==a.fZ && fW==a.fW); } void Identity() { fX = fY = fZ = (hsScalar)0.0; fW = (hsScalar) 1.0; } int IsIdentity() const { return (fX==0.0 && fY==0.0 && fZ==0.0 && fW==1.0); } void Normalize(); void NormalizeIfNeeded(); void MakeMatrix(hsMatrix44 *mat) const; hsScalar Magnitude(); hsScalar MagnitudeSquared(); hsQuat Conjugate() const { return hsQuat(-fX,-fY,-fZ,fW); } hsQuat Inverse() const; // Binary operators hsQuat operator-(const hsQuat&) const; hsQuat operator+(const hsQuat&) const; hsQuat operator*(const hsQuat&) const; hsQuat operator*(hsScalar f) const { return hsQuat(fX*f,fY*f,fZ*f,fW*f); } hsQuat operator/(hsScalar f) const { return hsQuat(fX/f,fY/f,fZ/f,fW/f); } hsQuat operator/(const hsQuat&) const; hsScalar Dot(const hsQuat &q2) const { return (fX*q2.fX + fY*q2.fY + fZ*q2.fZ + fW*q2.fW); } // I/O void Read(hsStream *stream); void Write(hsStream *stream); }; #endif