overte-HifiExperiments/libraries/script-engine/src/Quat.h
2017-05-04 18:33:49 -04:00

68 lines
2.7 KiB
C++

//
// Quat.h
// libraries/script-engine/src
//
// Created by Brad Hefta-Gaub on 1/29/14.
// Copyright 2014 High Fidelity, Inc.
//
// Scriptable Quaternion class library.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#ifndef hifi_Quat_h
#define hifi_Quat_h
#include <glm/gtc/quaternion.hpp>
#include <QObject>
#include <QString>
#include <QtScript/QScriptable>
/**jsdoc
* A Quaternion
*
* @typedef Quat
* @property {float} x imaginary component i.
* @property {float} y imaginary component j.
* @property {float} z imaginary component k.
* @property {float} w real component.
*/
/// Scriptable interface a Quaternion helper class object. Used exclusively in the JavaScript API
class Quat : public QObject, protected QScriptable {
Q_OBJECT
public slots:
glm::quat multiply(const glm::quat& q1, const glm::quat& q2);
glm::quat normalize(const glm::quat& q);
glm::quat conjugate(const glm::quat& q);
glm::quat lookAt(const glm::vec3& eye, const glm::vec3& center, const glm::vec3& up);
glm::quat lookAtSimple(const glm::vec3& eye, const glm::vec3& center);
glm::quat rotationBetween(const glm::vec3& v1, const glm::vec3& v2);
glm::quat fromVec3Degrees(const glm::vec3& vec3); // degrees
glm::quat fromVec3Radians(const glm::vec3& vec3); // radians
glm::quat fromPitchYawRollDegrees(float pitch, float yaw, float roll); // degrees
glm::quat fromPitchYawRollRadians(float pitch, float yaw, float roll); // radians
glm::quat inverse(const glm::quat& q);
// redundant, calls getForward which better describes the returned vector as a direction
glm::vec3 getFront(const glm::quat& orientation) { return getForward(orientation); }
glm::vec3 getForward(const glm::quat& orientation);
glm::vec3 getRight(const glm::quat& orientation);
glm::vec3 getUp(const glm::quat& orientation);
glm::vec3 safeEulerAngles(const glm::quat& orientation); // degrees
glm::quat angleAxis(float angle, const glm::vec3& v); // degrees
glm::vec3 axis(const glm::quat& orientation);
float angle(const glm::quat& orientation);
glm::quat mix(const glm::quat& q1, const glm::quat& q2, float alpha);
glm::quat slerp(const glm::quat& q1, const glm::quat& q2, float alpha);
glm::quat squad(const glm::quat& q1, const glm::quat& q2, const glm::quat& s1, const glm::quat& s2, float h);
float dot(const glm::quat& q1, const glm::quat& q2);
void print(const QString& label, const glm::quat& q, bool asDegrees = false);
bool equal(const glm::quat& q1, const glm::quat& q2);
glm::quat cancelOutRollAndPitch(const glm::quat& q);
glm::quat cancelOutRoll(const glm::quat& q);
};
#endif // hifi_Quat_h