// // Quat.cpp // libraries/script-engine/src // // Created by Brad Hefta-Gaub on 1/29/14. // Copyright 2014 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // #include #include #include #include #include "Quat.h" glm::quat Quat::multiply(const glm::quat& q1, const glm::quat& q2) { return q1 * q2; } glm::quat Quat::fromVec3Degrees(const glm::vec3& eulerAngles) { return glm::quat(glm::radians(eulerAngles)); } glm::quat Quat::fromVec3Radians(const glm::vec3& eulerAngles) { return glm::quat(eulerAngles); } glm::quat Quat::fromPitchYawRollDegrees(float pitch, float yaw, float roll) { return glm::quat(glm::radians(glm::vec3(pitch, yaw, roll))); } glm::quat Quat::fromPitchYawRollRadians(float pitch, float yaw, float roll) { return glm::quat(glm::vec3(pitch, yaw, roll)); } glm::quat Quat::inverse(const glm::quat& q) { return glm::inverse(q); } glm::vec3 Quat::getFront(const glm::quat& orientation) { return orientation * IDENTITY_FRONT; } glm::vec3 Quat::getRight(const glm::quat& orientation) { return orientation * IDENTITY_RIGHT; } glm::vec3 Quat::getUp(const glm::quat& orientation) { return orientation * IDENTITY_UP; } glm::vec3 Quat::safeEulerAngles(const glm::quat& orientation) { return glm::degrees(::safeEulerAngles(orientation)); } glm::quat Quat::angleAxis(float angle, const glm::vec3& v) { return glm::angleAxis(glm::radians(angle), v); } glm::quat Quat::mix(const glm::quat& q1, const glm::quat& q2, float alpha) { return safeMix(q1, q2, alpha); } /// Spherical Linear Interpolation glm::quat Quat::slerp(const glm::quat& q1, const glm::quat& q2, float alpha) { return glm::slerp(q1, q2, alpha); } // Spherical Quadratic Interpolation glm::quat Quat::squad(const glm::quat& q1, const glm::quat& q2, const glm::quat& s1, const glm::quat& s2, float h) { return glm::squad(q1, q2, s1, s2, h); } float Quat::dot(const glm::quat& q1, const glm::quat& q2) { return glm::dot(q1, q2); } void Quat::print(const QString& lable, const glm::quat& q) { qDebug() << qPrintable(lable) << q.x << "," << q.y << "," << q.z << "," << q.w; } bool Quat::equal(const glm::vec3& q1, const glm::vec3& q2) { return q1 == q2; }