/* This code is based on source provided under the terms of the Id Software LIMITED USE SOFTWARE LICENSE AGREEMENT, a copy of which is included with the GtkRadiant sources (see LICENSE_ID). If you did not receive a copy of LICENSE_ID, please contact Id Software immediately at info@idsoftware.com. All changes and additions to the original source which have been developed by other contributors (see CONTRIBUTORS) are provided under the terms of the license the contributors choose (see LICENSE), to the extent permitted by the LICENSE_ID. If you did not receive a copy of the contributor license, please contact the GtkRadiant maintainers at info@gtkradiant.com immediately. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ``AS IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #ifndef __MATH_QUATERNION_H__ #define __MATH_QUATERNION_H__ #include #include class idVec3_t; class angles_t; class mat3_t; class quat_t { public: float x; float y; float z; float w; quat_t(); quat_t( float x, float y, float z, float w ); friend void toQuat( idVec3_t &src, quat_t &dst ); friend void toQuat( angles_t &src, quat_t &dst ); friend void toQuat( mat3_t &src, quat_t &dst ); float *vec4( void ); float operator[]( int index ) const; float &operator[]( int index ); void set( float x, float y, float z, float w ); void operator=( quat_t a ); friend quat_t operator+( quat_t a, quat_t b ); quat_t &operator+=( quat_t a ); friend quat_t operator-( quat_t a, quat_t b ); quat_t &operator-=( quat_t a ); friend quat_t operator*( quat_t a, float b ); friend quat_t operator*( float a, quat_t b ); quat_t &operator*=( float a ); friend int operator==( quat_t a, quat_t b ); friend int operator!=( quat_t a, quat_t b ); float Length( void ); quat_t &Normalize( void ); quat_t operator-(); }; inline quat_t::quat_t() { } inline quat_t::quat_t( float x, float y, float z, float w ) { this->x = x; this->y = y; this->z = z; this->w = w; } inline float *quat_t::vec4( void ) { return &x; } inline float quat_t::operator[]( int index ) const { assert( ( index >= 0 ) && ( index < 4 ) ); return ( &x )[ index ]; } inline float& quat_t::operator[]( int index ) { assert( ( index >= 0 ) && ( index < 4 ) ); return ( &x )[ index ]; } inline void quat_t::set( float x, float y, float z, float w ) { this->x = x; this->y = y; this->z = z; this->w = w; } inline void quat_t::operator=( quat_t a ) { x = a.x; y = a.y; z = a.z; w = a.w; } inline quat_t operator+( quat_t a, quat_t b ) { return quat_t( a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w ); } inline quat_t& quat_t::operator+=( quat_t a ) { x += a.x; y += a.y; z += a.z; w += a.w; return *this; } inline quat_t operator-( quat_t a, quat_t b ) { return quat_t( a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w ); } inline quat_t& quat_t::operator-=( quat_t a ) { x -= a.x; y -= a.y; z -= a.z; w -= a.w; return *this; } inline quat_t operator*( quat_t a, float b ) { return quat_t( a.x * b, a.y * b, a.z * b, a.w * b ); } inline quat_t operator*( float a, quat_t b ) { return b * a; } inline quat_t& quat_t::operator*=( float a ) { x *= a; y *= a; z *= a; w *= a; return *this; } inline int operator==( quat_t a, quat_t b ) { return ( ( a.x == b.x ) && ( a.y == b.y ) && ( a.z == b.z ) && ( a.w == b.w ) ); } inline int operator!=( quat_t a, quat_t b ) { return ( ( a.x != b.x ) || ( a.y != b.y ) || ( a.z != b.z ) && ( a.w != b.w ) ); } inline float quat_t::Length( void ) { float length; length = x * x + y * y + z * z + w * w; return ( float )sqrt( length ); } inline quat_t& quat_t::Normalize( void ) { float length; float ilength; length = this->Length(); if ( length ) { ilength = 1 / length; x *= ilength; y *= ilength; z *= ilength; w *= ilength; } return *this; } inline quat_t quat_t::operator-() { return quat_t( -x, -y, -z, -w ); } #endif /* !__MATH_QUATERNION_H__ */