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/* $Id:$ */
/*
libg3d - 3D object loading library
Copyright (C) 2005-2009 Markus Dahms <mad@automagically.de>
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
#ifndef _G3D_QUAT_H
#define _G3D_QUAT_H
#include <g3d/types.h>
/**
* SECTION:quat
* @short_description: quaternion helpers
* @include: g3d/quat.h
*/
/**
* g3d_quat_normalize:
* @q: a quaternion
*
* normalize the quaternion to a length of 1.0.
*
* Returns: TRUE on success, FALSE else
*/
EAPI
gboolean g3d_quat_normalize(G3DQuat *q);
/**
* g3d_quat_rotate:
* @q: resulting quat
* @axis: rotation axis
* @angle: rotation angle
*
* Encode a rotation around an axis into quaternion.
*
* Returns: TRUE on success, FALSE else
*/
EAPI
gboolean g3d_quat_rotate(G3DQuat *q, G3DVector *axis, G3DFloat angle);
/**
* g3d_quat_add:
* @qr: result quat
* @q1: first quat
* @q2: second quat
*
* Add two quats.
*
* Returns: TRUE on success, FALSE else
*/
EAPI
gboolean g3d_quat_add(G3DQuat *qr, G3DQuat *q1, G3DQuat *q2);
/**
* g3d_quat_trackball:
* @q: resulting quaternion
* @x1: x value of first point
* @y1: y value of first point
* @x2: x value of second point
* @y2: y value of second point
* @r: radius of virtual trackball, usually 0.8
*
* Emulate a virtual trackball movement and return rotation as quaternion.
* The x and y values of the starting and end point of the movement have
* to be in the range -1.0 .. 1.0.
*
* Returns: TRUE on success, FALSE else
*/
EAPI
gboolean g3d_quat_trackball(G3DQuat *q, G3DFloat x1, G3DFloat y1,
G3DFloat x2, G3DFloat y2, G3DFloat r);
/**
* g3d_quat_to_matrix:
* @q: source quat
* @matrix: resulting matrix
*
* Convert a quaternion to a transformation matrix.
*
* Returns: TRUE on success, FALSE else
*/
EAPI
gboolean g3d_quat_to_matrix(G3DQuat *q, G3DMatrix *matrix);
/**
* g3d_quat_to_rotation_xyz:
* @q: a quaternion
* @rx: rotation around x axis
* @ry: rotation around y axis
* @rz: rotation around z axis
*
* Calculate the rotation around the three coordinate axes from a given
* quaternion.
*
* Returns: TRUE on success, FALSE else
*/
EAPI
gboolean g3d_quat_to_rotation_xyz(G3DQuat *q, G3DFloat *rx, G3DFloat *ry,
G3DFloat *rz);
#endif /* _G3D_QUAT_H */
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