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These rights are described in The Qt Company LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #ifndef QQUATERNION_H #define QQUATERNION_H #include #include #include QT_BEGIN_NAMESPACE #ifndef QT_NO_QUATERNION class QMatrix4x4; class QVariant; class Q_GUI_EXPORT QQuaternion { public: QQuaternion(); explicit QQuaternion(Qt::Initialization) {} QQuaternion(float scalar, float xpos, float ypos, float zpos); #ifndef QT_NO_VECTOR3D QQuaternion(float scalar, const QVector3D& vector); #endif #ifndef QT_NO_VECTOR4D explicit QQuaternion(const QVector4D& vector); #endif bool isNull() const; bool isIdentity() const; #ifndef QT_NO_VECTOR3D QVector3D vector() const; void setVector(const QVector3D& vector); #endif void setVector(float x, float y, float z); float x() const; float y() const; float z() const; float scalar() const; void setX(float x); void setY(float y); void setZ(float z); void setScalar(float scalar); Q_DECL_CONSTEXPR static inline float dotProduct(const QQuaternion &q1, const QQuaternion &q2); float length() const; float lengthSquared() const; QQuaternion normalized() const; void normalize(); inline QQuaternion inverted() const; QQuaternion conjugate() const; QVector3D rotatedVector(const QVector3D& vector) const; QQuaternion &operator+=(const QQuaternion &quaternion); QQuaternion &operator-=(const QQuaternion &quaternion); QQuaternion &operator*=(float factor); QQuaternion &operator*=(const QQuaternion &quaternion); QQuaternion &operator/=(float divisor); friend inline bool operator==(const QQuaternion &q1, const QQuaternion &q2); friend inline bool operator!=(const QQuaternion &q1, const QQuaternion &q2); friend inline const QQuaternion operator+(const QQuaternion &q1, const QQuaternion &q2); friend inline const QQuaternion operator-(const QQuaternion &q1, const QQuaternion &q2); friend inline const QQuaternion operator*(float factor, const QQuaternion &quaternion); friend inline const QQuaternion operator*(const QQuaternion &quaternion, float factor); friend inline const QQuaternion operator*(const QQuaternion &q1, const QQuaternion& q2); friend inline const QQuaternion operator-(const QQuaternion &quaternion); friend inline const QQuaternion operator/(const QQuaternion &quaternion, float divisor); friend inline bool qFuzzyCompare(const QQuaternion& q1, const QQuaternion& q2); #ifndef QT_NO_VECTOR4D QVector4D toVector4D() const; #endif operator QVariant() const; #ifndef QT_NO_VECTOR3D inline void getAxisAndAngle(QVector3D *axis, float *angle) const; static QQuaternion fromAxisAndAngle(const QVector3D& axis, float angle); #endif void getAxisAndAngle(float *x, float *y, float *z, float *angle) const; static QQuaternion fromAxisAndAngle (float x, float y, float z, float angle); #ifndef QT_NO_VECTOR3D inline QVector3D toEulerAngles() const; static inline QQuaternion fromEulerAngles(const QVector3D &eulerAngles); #endif void getEulerAngles(float *pitch, float *yaw, float *roll) const; static QQuaternion fromEulerAngles(float pitch, float yaw, float roll); QMatrix3x3 toRotationMatrix() const; static QQuaternion fromRotationMatrix(const QMatrix3x3 &rot3x3); #ifndef QT_NO_VECTOR3D void getAxes(QVector3D *xAxis, QVector3D *yAxis, QVector3D *zAxis) const; static QQuaternion fromAxes(const QVector3D &xAxis, const QVector3D &yAxis, const QVector3D &zAxis); static QQuaternion fromDirection(const QVector3D &direction, const QVector3D &up); static QQuaternion rotationTo(const QVector3D &from, const QVector3D &to); #endif static QQuaternion slerp (const QQuaternion& q1, const QQuaternion& q2, float t); static QQuaternion nlerp (const QQuaternion& q1, const QQuaternion& q2, float t); private: float wp, xp, yp, zp; }; Q_DECLARE_TYPEINFO(QQuaternion, Q_MOVABLE_TYPE); inline QQuaternion::QQuaternion() : wp(1.0f), xp(0.0f), yp(0.0f), zp(0.0f) {} inline QQuaternion::QQuaternion(float aScalar, float xpos, float ypos, float zpos) : wp(aScalar), xp(xpos), yp(ypos), zp(zpos) {} inline bool QQuaternion::isNull() const { return qIsNull(xp) && qIsNull(yp) && qIsNull(zp) && qIsNull(wp); } inline bool QQuaternion::isIdentity() const { return qIsNull(xp) && qIsNull(yp) && qIsNull(zp) && wp == 1.0f; } inline float QQuaternion::x() const { return xp; } inline float QQuaternion::y() const { return yp; } inline float QQuaternion::z() const { return zp; } inline float QQuaternion::scalar() const { return wp; } inline void QQuaternion::setX(float aX) { xp = aX; } inline void QQuaternion::setY(float aY) { yp = aY; } inline void QQuaternion::setZ(float aZ) { zp = aZ; } inline void QQuaternion::setScalar(float aScalar) { wp = aScalar; } Q_DECL_CONSTEXPR inline float QQuaternion::dotProduct(const QQuaternion &q1, const QQuaternion &q2) { return q1.xp * q2.xp + q1.yp * q2.yp + q1.zp * q2.zp + q1.wp * q2.wp; } inline QQuaternion QQuaternion::inverted() const { // Need some extra precision if the length is very small. double len = double(xp) * double(xp) + double(yp) * double(yp) + double(zp) * double(zp) + double(wp) * double(wp); if (!qFuzzyIsNull(len)) return QQuaternion(wp / len, -xp / len, -yp / len, -zp / len); return QQuaternion(0.0f, 0.0f, 0.0f, 0.0f); } inline QQuaternion QQuaternion::conjugate() const { return QQuaternion(wp, -xp, -yp, -zp); } inline QQuaternion &QQuaternion::operator+=(const QQuaternion &quaternion) { xp += quaternion.xp; yp += quaternion.yp; zp += quaternion.zp; wp += quaternion.wp; return *this; } inline QQuaternion &QQuaternion::operator-=(const QQuaternion &quaternion) { xp -= quaternion.xp; yp -= quaternion.yp; zp -= quaternion.zp; wp -= quaternion.wp; return *this; } inline QQuaternion &QQuaternion::operator*=(float factor) { xp *= factor; yp *= factor; zp *= factor; wp *= factor; return *this; } inline const QQuaternion operator*(const QQuaternion &q1, const QQuaternion& q2) { float ww = (q1.zp + q1.xp) * (q2.xp + q2.yp); float yy = (q1.wp - q1.yp) * (q2.wp + q2.zp); float zz = (q1.wp + q1.yp) * (q2.wp - q2.zp); float xx = ww + yy + zz; float qq = 0.5 * (xx + (q1.zp - q1.xp) * (q2.xp - q2.yp)); float w = qq - ww + (q1.zp - q1.yp) * (q2.yp - q2.zp); float x = qq - xx + (q1.xp + q1.wp) * (q2.xp + q2.wp); float y = qq - yy + (q1.wp - q1.xp) * (q2.yp + q2.zp); float z = qq - zz + (q1.zp + q1.yp) * (q2.wp - q2.xp); return QQuaternion(w, x, y, z); } inline QQuaternion &QQuaternion::operator*=(const QQuaternion &quaternion) { *this = *this * quaternion; return *this; } inline QQuaternion &QQuaternion::operator/=(float divisor) { xp /= divisor; yp /= divisor; zp /= divisor; wp /= divisor; return *this; } inline bool operator==(const QQuaternion &q1, const QQuaternion &q2) { return q1.xp == q2.xp && q1.yp == q2.yp && q1.zp == q2.zp && q1.wp == q2.wp; } inline bool operator!=(const QQuaternion &q1, const QQuaternion &q2) { return !operator==(q1, q2); } inline const QQuaternion operator+(const QQuaternion &q1, const QQuaternion &q2) { return QQuaternion(q1.wp + q2.wp, q1.xp + q2.xp, q1.yp + q2.yp, q1.zp + q2.zp); } inline const QQuaternion operator-(const QQuaternion &q1, const QQuaternion &q2) { return QQuaternion(q1.wp - q2.wp, q1.xp - q2.xp, q1.yp - q2.yp, q1.zp - q2.zp); } inline const QQuaternion operator*(float factor, const QQuaternion &quaternion) { return QQuaternion(quaternion.wp * factor, quaternion.xp * factor, quaternion.yp * factor, quaternion.zp * factor); } inline const QQuaternion operator*(const QQuaternion &quaternion, float factor) { return QQuaternion(quaternion.wp * factor, quaternion.xp * factor, quaternion.yp * factor, quaternion.zp * factor); } inline const QQuaternion operator-(const QQuaternion &quaternion) { return QQuaternion(-quaternion.wp, -quaternion.xp, -quaternion.yp, -quaternion.zp); } inline const QQuaternion operator/(const QQuaternion &quaternion, float divisor) { return QQuaternion(quaternion.wp / divisor, quaternion.xp / divisor, quaternion.yp / divisor, quaternion.zp / divisor); } inline bool qFuzzyCompare(const QQuaternion& q1, const QQuaternion& q2) { return qFuzzyCompare(q1.xp, q2.xp) && qFuzzyCompare(q1.yp, q2.yp) && qFuzzyCompare(q1.zp, q2.zp) && qFuzzyCompare(q1.wp, q2.wp); } #ifndef QT_NO_VECTOR3D inline QQuaternion::QQuaternion(float aScalar, const QVector3D& aVector) : wp(aScalar), xp(aVector.x()), yp(aVector.y()), zp(aVector.z()) {} inline void QQuaternion::setVector(const QVector3D& aVector) { xp = aVector.x(); yp = aVector.y(); zp = aVector.z(); } inline QVector3D QQuaternion::vector() const { return QVector3D(xp, yp, zp); } inline QVector3D operator*(const QQuaternion &quaternion, const QVector3D &vec) { return quaternion.rotatedVector(vec); } inline void QQuaternion::getAxisAndAngle(QVector3D *axis, float *angle) const { float aX, aY, aZ; getAxisAndAngle(&aX, &aY, &aZ, angle); *axis = QVector3D(aX, aY, aZ); } inline QVector3D QQuaternion::toEulerAngles() const { float pitch, yaw, roll; getEulerAngles(&pitch, &yaw, &roll); return QVector3D(pitch, yaw, roll); } inline QQuaternion QQuaternion::fromEulerAngles(const QVector3D &eulerAngles) { return QQuaternion::fromEulerAngles(eulerAngles.x(), eulerAngles.y(), eulerAngles.z()); } #endif inline void QQuaternion::setVector(float aX, float aY, float aZ) { xp = aX; yp = aY; zp = aZ; } #ifndef QT_NO_VECTOR4D inline QQuaternion::QQuaternion(const QVector4D& aVector) : wp(aVector.w()), xp(aVector.x()), yp(aVector.y()), zp(aVector.z()) {} inline QVector4D QQuaternion::toVector4D() const { return QVector4D(xp, yp, zp, wp); } #endif #ifndef QT_NO_DEBUG_STREAM Q_GUI_EXPORT QDebug operator<<(QDebug dbg, const QQuaternion &q); #endif #ifndef QT_NO_DATASTREAM Q_GUI_EXPORT QDataStream &operator<<(QDataStream &, const QQuaternion &); Q_GUI_EXPORT QDataStream &operator>>(QDataStream &, QQuaternion &); #endif #endif QT_END_NAMESPACE #endif