diff options
Diffstat (limited to 'src/platformspecific/windows/libs/nv_math/nv_quat.h')
-rw-r--r-- | src/platformspecific/windows/libs/nv_math/nv_quat.h | 63 |
1 files changed, 63 insertions, 0 deletions
diff --git a/src/platformspecific/windows/libs/nv_math/nv_quat.h b/src/platformspecific/windows/libs/nv_math/nv_quat.h new file mode 100644 index 0000000..4c65cb9 --- /dev/null +++ b/src/platformspecific/windows/libs/nv_math/nv_quat.h @@ -0,0 +1,63 @@ +/**************************************************************************** +** +** Copyright (C) 2009-2011 NVIDIA Corporation. +** Copyright (C) 2017 The Qt Company Ltd. +** Contact: https://www.qt.io/licensing/ +** +** This file is part of Qt 3D Studio. +** +** $QT_BEGIN_LICENSE:GPL$ +** Commercial License Usage +** Licensees holding valid commercial Qt licenses may use this file in +** accordance with the commercial license agreement provided with the +** Software or, alternatively, in accordance with the terms contained in +** a written agreement between you and The Qt Company. For licensing terms +** and conditions see https://www.qt.io/terms-conditions. For further +** information use the contact form at https://www.qt.io/contact-us. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU +** General Public License version 3 or (at your option) any later version +** approved by the KDE Free Qt Foundation. The licenses are as published by +** the Free Software Foundation and appearing in the file LICENSE.GPL3 +** included in the packaging of this file. Please review the following +** information to ensure the GNU General Public License requirements will +** be met: https://www.gnu.org/licenses/gpl-3.0.html. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#ifndef INCLUDED_QUAT_H +#define INCLUDED_QUAT_H + +#include <QtOpenGL/qgl.h> +#include <math.h> +#include <assert.h> + +void NvQuatCopy(GLfloat r[4], const GLfloat q[4]); +void NvQuatConvertTo3x3Mat(GLfloat r[3][3], const GLfloat q[4]); + +void NvQuatIdentity(GLfloat r[4]); + +void NvQuatFromAngleAxis(GLfloat r[4], GLfloat radians, const GLfloat axis[3]); + +void NvQuatX(GLfloat r[4], GLfloat radians); + +void NvQuatY(GLfloat r[4], GLfloat radians); + +void NvQuatZ(GLfloat r[4], GLfloat radians); + +void NvQuatFromEuler(GLfloat r[4], GLfloat heading, GLfloat pitch, GLfloat roll); + +void NvQuatFromEulerReverse(GLfloat r[4], GLfloat heading, GLfloat pitch, GLfloat roll); + +GLfloat NvQuatDot(const GLfloat q1[4], const GLfloat q2[4]); + +void NvQuatMult(GLfloat r[4], const GLfloat q1[4], const GLfloat q2[4]); + +void NvQuatNLerp(GLfloat r[4], const GLfloat q1[4], const GLfloat q2[4], GLfloat t); + +void NvQuatNormalize(GLfloat r[4], const GLfloat q[4]); + +#endif |