Quake-III-Arena

Quake III Arena GPL Source Release
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math_quaternion.h (4167B)


      1 /*
      2 ===========================================================================
      3 Copyright (C) 1999-2005 Id Software, Inc.
      4 
      5 This file is part of Quake III Arena source code.
      6 
      7 Quake III Arena source code is free software; you can redistribute it
      8 and/or modify it under the terms of the GNU General Public License as
      9 published by the Free Software Foundation; either version 2 of the License,
     10 or (at your option) any later version.
     11 
     12 Quake III Arena source code is distributed in the hope that it will be
     13 useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
     14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
     15 GNU General Public License for more details.
     16 
     17 You should have received a copy of the GNU General Public License
     18 along with Foobar; if not, write to the Free Software
     19 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
     20 ===========================================================================
     21 */
     22 #ifndef __MATH_QUATERNION_H__
     23 #define __MATH_QUATERNION_H__
     24 
     25 #include <assert.h>
     26 #include <math.h>
     27 
     28 class idVec3_t;
     29 class angles_t;
     30 class mat3_t;
     31 
     32 class quat_t {
     33 public:
     34 	float			x;
     35 	float			y;
     36 	float			z;
     37 	float			w;
     38 
     39 					quat_t();
     40 					quat_t( float x, float y, float z, float w );
     41 
     42 	friend void		toQuat( idVec3_t &src, quat_t &dst );
     43 	friend void		toQuat( angles_t &src, quat_t &dst );
     44 	friend void		toQuat( mat3_t &src, quat_t &dst );
     45 
     46 	float			*vec4( void );
     47 			
     48 	float			operator[]( int index ) const;
     49 	float			&operator[]( int index );
     50 
     51 	void 			set( float x, float y, float z, float w );
     52 
     53 	void			operator=( quat_t a );
     54 
     55 	friend quat_t	operator+( quat_t a, quat_t b );
     56 	quat_t			&operator+=( quat_t a );
     57 
     58 	friend quat_t	operator-( quat_t a, quat_t b );
     59 	quat_t			&operator-=( quat_t a );
     60 
     61 	friend quat_t	operator*( quat_t a, float b );
     62 	friend quat_t	operator*( float a, quat_t b );
     63 	quat_t			&operator*=( float a );
     64 
     65 	friend int		operator==(	quat_t a, quat_t b );
     66 	friend int		operator!=(	quat_t a, quat_t b );
     67 
     68 	float			Length( void );
     69 	quat_t			&Normalize( void );
     70 
     71 	quat_t			operator-();
     72 };
     73 
     74 inline quat_t::quat_t() {
     75 }
     76 
     77 inline quat_t::quat_t( float x, float y, float z, float w ) {
     78 	this->x = x;
     79 	this->y = y;
     80 	this->z = z;
     81 	this->w = w;
     82 }
     83 
     84 inline float *quat_t::vec4( void ) {
     85 	return &x;
     86 }
     87 
     88 inline float quat_t::operator[]( int index ) const {
     89 	assert( ( index >= 0 ) && ( index < 4 ) );
     90 	return ( &x )[ index ];
     91 }
     92 
     93 inline float& quat_t::operator[]( int index ) {
     94 	assert( ( index >= 0 ) && ( index < 4 ) );
     95 	return ( &x )[ index ];
     96 }
     97 
     98 inline void quat_t::set( float x, float y, float z, float w ) {
     99 	this->x = x;
    100 	this->y = y;
    101 	this->z = z;
    102 	this->w = w;
    103 }
    104 
    105 inline void quat_t::operator=( quat_t a ) {
    106 	x = a.x;
    107 	y = a.y;
    108 	z = a.z;
    109 	w = a.w;
    110 }
    111 
    112 inline quat_t operator+( quat_t a, quat_t b ) {
    113 	return quat_t( a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w );
    114 }
    115 
    116 inline quat_t& quat_t::operator+=( quat_t a ) {
    117 	x += a.x;
    118 	y += a.y;
    119 	z += a.z;
    120 	w += a.w;
    121 
    122 	return *this;
    123 }
    124 
    125 inline quat_t operator-( quat_t a, quat_t b ) {
    126 	return quat_t( a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w );
    127 }
    128 
    129 inline quat_t& quat_t::operator-=( quat_t a ) {
    130 	x -= a.x;
    131 	y -= a.y;
    132 	z -= a.z;
    133 	w -= a.w;
    134 
    135 	return *this;
    136 }
    137 
    138 inline quat_t operator*( quat_t a, float b ) {
    139 	return quat_t( a.x * b, a.y * b, a.z * b, a.w * b );
    140 }
    141 
    142 inline quat_t operator*( float a, quat_t b ) {
    143 	return b * a;
    144 }
    145 
    146 inline quat_t& quat_t::operator*=( float a ) {
    147 	x *= a;
    148 	y *= a;
    149 	z *= a;
    150 	w *= a;
    151 
    152 	return *this;
    153 }
    154 
    155 inline int operator==( quat_t a, quat_t b ) {
    156 	return ( ( a.x == b.x ) && ( a.y == b.y ) && ( a.z == b.z ) && ( a.w == b.w ) );
    157 }
    158 
    159 inline int operator!=( quat_t a, quat_t b ) {
    160 	return ( ( a.x != b.x ) || ( a.y != b.y ) || ( a.z != b.z ) && ( a.w != b.w ) );
    161 }
    162 
    163 inline float quat_t::Length( void ) {
    164 	float length;
    165 	
    166 	length = x * x + y * y + z * z + w * w;
    167 	return ( float )sqrt( length );
    168 }
    169 
    170 inline quat_t& quat_t::Normalize( void ) {
    171 	float length;
    172 	float ilength;
    173 
    174 	length = this->Length();
    175 	if ( length ) {
    176 		ilength = 1 / length;
    177 		x *= ilength;
    178 		y *= ilength;
    179 		z *= ilength;
    180 		w *= ilength;
    181 	}
    182 		
    183 	return *this;
    184 }
    185 
    186 inline quat_t quat_t::operator-() {
    187 	return quat_t( -x, -y, -z, -w );
    188 }
    189 
    190 #endif /* !__MATH_QUATERNION_H__ */