Files
bullet3/Extras/FCollada/FMath/FMQuaternion.h
2006-05-25 19:18:29 +00:00

106 lines
2.8 KiB
C++

/*
Copyright (C) 2005-2006 Feeling Software Inc.
MIT License: http://www.opensource.org/licenses/mit-license.php
*/
/**
@file FMQuaternion.h
The file containing the class for quaternions.
*/
#ifndef _FM_QUATERNION_H_
#define _FM_QUATERNION_H_
/**
A quaternion.
Not used within FCollada
[Glaforte 03-08-2006] VERY EXPERIMENTAL CODE: DON'T USE.
@ingroup FMath
*/
class FCOLLADA_EXPORT FMQuaternion
{
public:
float x; /**< The i component. */
float y; /**< The j component. */
float z; /**< The k component. */
float w; /**< The scalar component. */
#ifndef _DEBUG
/**
* Creates an empty FMQuaternion.
*
* The default values are non deterministic.
*/
FMQuaternion() {}
#else
FMQuaternion() { x = 123456789.0f; y = 123456789.0f; z = 123456789.0f; w = 123456789.0f; }
#endif
/**
* Creates the FMQuaternion with the given component values.
*
* @param _x The i component.
* @param _y The j component.
* @param _z The k component.
* @param _w The scalar component.
*/
FMQuaternion(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; }
/**
* Creates the FMQuaternion from a given axis and angle of rotation.
*
* @param axis The axis of rotation.
* @param angle The angle of rotation in radians.
*/
FMQuaternion(const FMVector3& axis, float angle);
/**
* Get this FMQuaternion as an array of \c floats.
*
* @return The \c float array.
*/
inline operator float*() { return &x; }
/**
* Get this FMQuaternion as an array of \c floats.
*
* @return The \c float array.
*/
inline operator const float*() const { return &x; }
/**
* Assign this FMQuaternion to the given \c float array.
*
* Assigns each coordinate of this FMQuaternion to the elements in the
* \c float array. The first element to the i component, the second to the
* j, the third to the k, and the forth to the scalar. It returns this
* FMQuaternion.
*
* @param v The \c float array to assign with.
* @return This FMQuaternion.
*/
inline FMQuaternion& operator =(const float* v) { x = *v; y = *(v + 1); z = *(v + 2); w = *(v + 3); return *this; }
/**
* Applys quaternion multiplication of the given FMQuaternion with this
* FMQuaternion and returns the value.
*
* @param q The FMQuaternion multiply with.
* @return The resulting FMQuaternion.
*/
FMQuaternion operator*(const FMQuaternion& q) const;
/**
* Get the FMQuaternion representation of the Euler rotation angles.
*
* @param _x The rotation about the x-axis (roll), in radians.
* @param _y The rotation about the y-axis (pitch), in radians.
* @param _z The rotation about the z-axis (yaw), in radians.
*/
static FMQuaternion EulerRotationQuaternion(float _x, float _y, float _z);
};
#endif // _FM_QUATERNION_H_