17333d3f10
Instead of just having the reference at the end of the paragraph. Usually seen as more usable. (cherry picked from commit 6988d3ae61ab16fb298b34d2bd31860833f04186)
546 lines
15 KiB
C
546 lines
15 KiB
C
/*
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* Cogl
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*
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* An object oriented GL/GLES Abstraction/Utility Layer
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*
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* Copyright (C) 2010 Intel Corporation.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*
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* Authors:
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* Robert Bragg <robert@linux.intel.com>
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*/
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#if !defined(__COGL_H_INSIDE__) && !defined(COGL_COMPILATION)
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#error "Only <cogl/cogl.h> can be included directly."
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#endif
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#ifndef __COGL_QUATERNION_H__
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#define __COGL_QUATERNION_H__
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#include <cogl/cogl-types.h>
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#include <cogl/cogl-vector.h>
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COGL_BEGIN_DECLS
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/**
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* SECTION:cogl-quaternion
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* @short_description: Functions for initializing and manipulating
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* quaternions.
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*
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* Quaternions have become a standard form for representing 3D
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* rotations and have some nice properties when compared with other
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* representation such as (roll,pitch,yaw) Euler angles. They can be
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* used to interpolate between different rotations and they don't
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* suffer from a problem called
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* <ulink url="http://en.wikipedia.org/wiki/Gimbal_lock">"Gimbal lock"</ulink>
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* where two of the axis of rotation may become aligned and you loose a
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* degree of freedom.
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* .
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*/
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#include <cogl/cogl-vector.h>
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#include <cogl/cogl-euler.h>
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/**
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* CoglQuaternion:
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*
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* A quaternion is comprised of a scalar component and a 3D vector
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* component. The scalar component is normally referred to as w and the
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* vector might either be referred to as v or a (for axis) or expanded
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* with the individual components: (x, y, z) A full quaternion would
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* then be written as <literal>[w (x, y, z)]</literal>.
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*
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* Quaternions can be considered to represent an axis and angle
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* pair although sadly these numbers are buried somewhat under some
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* maths...
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*
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* For the curious you can see here that a given axis (a) and angle (𝜃)
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* pair are represented in a quaternion as follows:
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* |[
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* [w=cos(𝜃/2) ( x=sin(𝜃/2)*a.x, y=sin(𝜃/2)*a.y, z=sin(𝜃/2)*a.x )]
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* ]|
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*
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* Unit Quaternions:
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* When using Quaternions to represent spatial orientations for 3D
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* graphics it's always assumed you have a unit quaternion. The
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* magnitude of a quaternion is defined as:
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* |[
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* sqrt (w² + x² + y² + z²)
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* ]|
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* and a unit quaternion satisfies this equation:
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* |[
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* w² + x² + y² + z² = 1
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* ]|
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*
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* Thankfully most of the time we don't actually have to worry about
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* the maths that goes on behind the scenes but if you are curious to
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* learn more here are some external references:
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*
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* <itemizedlist>
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* <listitem>
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* <ulink url="http://mathworld.wolfram.com/Quaternion.html"/>
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* </listitem>
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* <listitem>
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* <ulink url="http://www.gamedev.net/reference/articles/article1095.asp"/>
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* </listitem>
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* <listitem>
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* <ulink url="http://www.cprogramming.com/tutorial/3d/quaternions.html"/>
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* </listitem>
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* <listitem>
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* <ulink url="http://www.isner.com/tutorials/quatSpells/quaternion_spells_12.htm"/>
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* </listitem>
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* <listitem>
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* 3D Maths Primer for Graphics and Game Development ISBN-10: 1556229119
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* </listitem>
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* <listitem>
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* <ulink url="http://www.cs.caltech.edu/courses/cs171/quatut.pdf"/>
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* </listitem>
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* <listitem>
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* <ulink url="http://www.j3d.org/matrix_faq/matrfaq_latest.html#Q56"/>
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* </listitem>
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* </itemizedlist>
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*
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* @w: based on the angle of rotation it is cos(𝜃/2)
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* @x: based on the angle of rotation and x component of the axis of
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* rotation it is sin(𝜃/2)*axis.x
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* @y: based on the angle of rotation and y component of the axis of
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* rotation it is sin(𝜃/2)*axis.y
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* @z: based on the angle of rotation and z component of the axis of
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* rotation it is sin(𝜃/2)*axis.z
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*/
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struct _CoglQuaternion
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{
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float w;
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float x;
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float y;
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float z;
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/*< private >*/
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float padding0;
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float padding1;
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float padding2;
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float padding3;
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};
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COGL_STRUCT_SIZE_ASSERT (CoglQuaternion, 32);
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/**
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* cogl_quaternion_init:
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* @quaternion: An uninitialized #CoglQuaternion
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* @angle: The angle you want to rotate around the given axis
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* @x: The x component of your axis vector about which you want to
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* rotate.
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* @y: The y component of your axis vector about which you want to
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* rotate.
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* @z: The z component of your axis vector about which you want to
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* rotate.
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*
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* Initializes a quaternion that rotates @angle degrees around the
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* axis vector (@x, @y, @z). The axis vector does not need to be
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* normalized.
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*
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* Returns: A normalized, unit quaternion representing an orientation
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* rotated @angle degrees around the axis vector (@x, @y, @z)
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*
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* Since: 2.0
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*/
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void
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cogl_quaternion_init (CoglQuaternion *quaternion,
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float angle,
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float x,
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float y,
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float z);
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/**
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* cogl_quaternion_init_from_angle_vector:
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* @quaternion: An uninitialized #CoglQuaternion
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* @angle: The angle to rotate around @axis3f
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* @axis3f: your 3 component axis vector about which you want to rotate.
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*
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* Initializes a quaternion that rotates @angle degrees around the
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* given @axis vector. The axis vector does not need to be
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* normalized.
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*
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* Returns: A normalized, unit quaternion representing an orientation
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* rotated @angle degrees around the given @axis vector.
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*
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* Since: 2.0
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*/
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void
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cogl_quaternion_init_from_angle_vector (CoglQuaternion *quaternion,
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float angle,
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const float *axis3f);
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/**
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* cogl_quaternion_init_identity:
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* @quaternion: An uninitialized #CoglQuaternion
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*
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* Initializes the quaternion with the canonical quaternion identity
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* [1 (0, 0, 0)] which represents no rotation. Multiplying a
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* quaternion with this identity leaves the quaternion unchanged.
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*
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* You might also want to consider using
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* cogl_get_static_identity_quaternion().
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*
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* Since: 2.0
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*/
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void
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cogl_quaternion_init_identity (CoglQuaternion *quaternion);
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/**
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* cogl_quaternion_init_from_array:
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* @quaternion: A #CoglQuaternion
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* @array: An array of 4 floats w,(x,y,z)
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*
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* Initializes a [w (x, y,z)] quaternion directly from an array of 4
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* floats: [w,x,y,z].
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*
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* Since: 2.0
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*/
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void
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cogl_quaternion_init_from_array (CoglQuaternion *quaternion,
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const float *array);
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/**
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* cogl_quaternion_init_from_x_rotation:
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* @quaternion: An uninitialized #CoglQuaternion
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* @angle: The angle to rotate around the x axis
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*
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* XXX: check which direction this rotates
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*
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* Since: 2.0
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*/
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void
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cogl_quaternion_init_from_x_rotation (CoglQuaternion *quaternion,
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float angle);
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/**
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* cogl_quaternion_init_from_y_rotation:
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* @quaternion: An uninitialized #CoglQuaternion
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* @angle: The angle to rotate around the y axis
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*
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*
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* Since: 2.0
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*/
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void
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cogl_quaternion_init_from_y_rotation (CoglQuaternion *quaternion,
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float angle);
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/**
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* cogl_quaternion_init_from_z_rotation:
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* @quaternion: An uninitialized #CoglQuaternion
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* @angle: The angle to rotate around the z axis
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*
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*
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* Since: 2.0
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*/
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void
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cogl_quaternion_init_from_z_rotation (CoglQuaternion *quaternion,
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float angle);
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/**
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* cogl_quaternion_init_from_euler:
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* @quaternion: A #CoglQuaternion
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* @euler: A #CoglEuler with which to initialize the quaternion
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*
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* Since: 2.0
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*/
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void
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cogl_quaternion_init_from_euler (CoglQuaternion *quaternion,
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const CoglEuler *euler);
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/**
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* cogl_quaternion_init_from_quaternion:
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* @quaternion: A #CoglQuaternion
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* @src: A #CoglQuaternion with which to initialize @quaternion
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*
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* Since: 2.0
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*/
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void
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cogl_quaternion_init_from_quaternion (CoglQuaternion *quaternion,
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CoglQuaternion *src);
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/**
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* cogl_quaternion_init_from_matrix:
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* @quaternion: A Cogl Quaternion
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* @matrix: A rotation matrix with which to initialize the quaternion
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*
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* Initializes a quaternion from a rotation matrix.
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*
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* Since: 1.10
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* Stability: unstable
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*/
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void
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cogl_quaternion_init_from_matrix (CoglQuaternion *quaternion,
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const CoglMatrix *matrix);
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/**
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* cogl_quaternion_equal:
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* @v1: A #CoglQuaternion
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* @v2: A #CoglQuaternion
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*
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* Compares that all the components of quaternions @a and @b are
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* equal.
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*
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* An epsilon value is not used to compare the float components, but
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* the == operator is at least used so that 0 and -0 are considered
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* equal.
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*
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* Returns: %TRUE if the quaternions are equal else %FALSE.
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*
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* Since: 2.0
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*/
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CoglBool
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cogl_quaternion_equal (const void *v1, const void *v2);
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/**
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* cogl_quaternion_copy:
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* @src: A #CoglQuaternion
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*
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* Allocates a new #CoglQuaternion on the stack and initializes it with
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* the same values as @src.
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*
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* Returns: A newly allocated #CoglQuaternion which should be freed
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* using cogl_quaternion_free()
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*
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* Since: 2.0
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*/
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CoglQuaternion *
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cogl_quaternion_copy (const CoglQuaternion *src);
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/**
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* cogl_quaternion_free:
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* @quaternion: A #CoglQuaternion
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*
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* Frees a #CoglQuaternion that was previously allocated via
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* cogl_quaternion_copy().
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*
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* Since: 2.0
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*/
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void
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cogl_quaternion_free (CoglQuaternion *quaternion);
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/**
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* cogl_quaternion_get_rotation_angle:
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* @quaternion: A #CoglQuaternion
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*
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*
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* Since: 2.0
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*/
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float
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cogl_quaternion_get_rotation_angle (const CoglQuaternion *quaternion);
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/**
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* cogl_quaternion_get_rotation_axis:
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* @quaternion: A #CoglQuaternion
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* @vector3: (out): an allocated 3-float array
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*
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* Since: 2.0
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*/
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void
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cogl_quaternion_get_rotation_axis (const CoglQuaternion *quaternion,
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float *vector3);
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/**
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* cogl_quaternion_normalize:
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* @quaternion: A #CoglQuaternion
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*
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*
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* Since: 2.0
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*/
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void
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cogl_quaternion_normalize (CoglQuaternion *quaternion);
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/**
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* cogl_quaternion_dot_product:
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* @a: A #CoglQuaternion
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* @b: A #CoglQuaternion
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*
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* Since: 2.0
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*/
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float
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cogl_quaternion_dot_product (const CoglQuaternion *a,
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const CoglQuaternion *b);
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/**
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* cogl_quaternion_invert:
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* @quaternion: A #CoglQuaternion
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*
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*
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* Since: 2.0
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*/
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void
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cogl_quaternion_invert (CoglQuaternion *quaternion);
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/**
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* cogl_quaternion_multiply:
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* @result: The destination #CoglQuaternion
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* @left: The second #CoglQuaternion rotation to apply
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* @right: The first #CoglQuaternion rotation to apply
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*
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* This combines the rotations of two quaternions into @result. The
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* operation is not commutative so the order is important because AxB
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* != BxA. Cogl follows the standard convention for quaternions here
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* so the rotations are applied @right to @left. This is similar to the
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* combining of matrices.
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*
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* <note>It is possible to multiply the @a quaternion in-place, so
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* @result can be equal to @a but can't be equal to @b.</note>
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*
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* Since: 2.0
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*/
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void
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cogl_quaternion_multiply (CoglQuaternion *result,
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const CoglQuaternion *left,
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const CoglQuaternion *right);
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/**
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* cogl_quaternion_pow:
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* @quaternion: A #CoglQuaternion
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* @exponent: the exponent
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*
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*
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* Since: 2.0
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*/
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void
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cogl_quaternion_pow (CoglQuaternion *quaternion, float exponent);
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/**
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* cogl_quaternion_slerp:
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* @result: The destination #CoglQuaternion
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* @a: The first #CoglQuaternion
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* @b: The second #CoglQuaternion
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* @t: The factor in the range [0,1] used to interpolate between
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* quaternion @a and @b.
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*
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* Performs a spherical linear interpolation between two quaternions.
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*
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* Noteable properties:
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* <itemizedlist>
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* <listitem>
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* commutative: No
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* </listitem>
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* <listitem>
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* constant velocity: Yes
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* </listitem>
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* <listitem>
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* torque minimal (travels along the surface of the 4-sphere): Yes
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* </listitem>
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* <listitem>
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* more expensive than cogl_quaternion_nlerp()
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* </listitem>
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* </itemizedlist>
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*/
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void
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cogl_quaternion_slerp (CoglQuaternion *result,
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const CoglQuaternion *a,
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const CoglQuaternion *b,
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float t);
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/**
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* cogl_quaternion_nlerp:
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* @result: The destination #CoglQuaternion
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* @a: The first #CoglQuaternion
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* @b: The second #CoglQuaternion
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* @t: The factor in the range [0,1] used to interpolate between
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* quaterion @a and @b.
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*
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* Performs a normalized linear interpolation between two quaternions.
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* That is it does a linear interpolation of the quaternion components
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* and then normalizes the result. This will follow the shortest arc
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* between the two orientations (just like the slerp() function) but
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* will not progress at a constant speed. Unlike slerp() nlerp is
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* commutative which is useful if you are blending animations
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* together. (I.e. nlerp (tmp, a, b) followed by nlerp (result, tmp,
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* d) is the same as nlerp (tmp, a, d) followed by nlerp (result, tmp,
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* b)). Finally nlerp is cheaper than slerp so it can be a good choice
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* if you don't need the constant speed property of the slerp() function.
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*
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* Notable properties:
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* <itemizedlist>
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* <listitem>
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* commutative: Yes
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* </listitem>
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* <listitem>
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* constant velocity: No
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* </listitem>
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* <listitem>
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* torque minimal (travels along the surface of the 4-sphere): Yes
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* </listitem>
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* <listitem>
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* faster than cogl_quaternion_slerp()
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* </listitem>
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* </itemizedlist>
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*/
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void
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cogl_quaternion_nlerp (CoglQuaternion *result,
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const CoglQuaternion *a,
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const CoglQuaternion *b,
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float t);
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/**
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* cogl_quaternion_squad:
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* @result: The destination #CoglQuaternion
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* @prev: A #CoglQuaternion used before @a
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* @a: The first #CoglQuaternion
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* @b: The second #CoglQuaternion
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* @next: A #CoglQuaternion that will be used after @b
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* @t: The factor in the range [0,1] used to interpolate between
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* quaternion @a and @b.
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*
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*
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* Since: 2.0
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*/
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void
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cogl_quaternion_squad (CoglQuaternion *result,
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const CoglQuaternion *prev,
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const CoglQuaternion *a,
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const CoglQuaternion *b,
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const CoglQuaternion *next,
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float t);
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/**
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* cogl_get_static_identity_quaternion:
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*
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* Returns a pointer to a singleton quaternion constant describing the
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* canonical identity [1 (0, 0, 0)] which represents no rotation.
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*
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* If you multiply a quaternion with the identity quaternion you will
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* get back the same value as the original quaternion.
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*
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* Returns: A pointer to an identity quaternion
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*
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* Since: 2.0
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*/
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const CoglQuaternion *
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cogl_get_static_identity_quaternion (void);
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/**
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* cogl_get_static_zero_quaternion:
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*
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* Returns: a pointer to a singleton quaternion constant describing a
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* rotation of 180 degrees around a degenerate axis:
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* [0 (0, 0, 0)]
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*
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* Since: 2.0
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*/
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const CoglQuaternion *
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cogl_get_static_zero_quaternion (void);
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COGL_END_DECLS
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#endif /* __COGL_QUATERNION_H__ */
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