#include <QuaternionMathx.h>
Static Public Member Functions | |
| static GLvoid | angleToQuaternionx (FixedPointx result[4], FixedPointx anglex, FixedPointx angley, FixedPointx anglez) |
| static GLvoid | slerpx (FixedPointx result[4], const FixedPointx quaternion0[4], const FixedPointx quaternion1[4], GLclampx t) |
| static GLvoid | quaternionToMatrixx (FixedPointx result[16], FixedPointx quaternion[4]) |
| static GLvoid ES3D::QuaternionMathx::angleToQuaternionx | ( | FixedPointx | result[4], | |
| FixedPointx | anglex, | |||
| FixedPointx | angley, | |||
| FixedPointx | anglez | |||
| ) | [inline, static] |
Converts Euler Angles to a quaternion rotation.
| result | the resulting quaternion | |
| anglex | the x angle | |
| angley | the y angle | |
| anglez | the z angle |
| static GLvoid ES3D::QuaternionMathx::quaternionToMatrixx | ( | FixedPointx | result[16], | |
| FixedPointx | quaternion[4] | |||
| ) | [inline, static] |
Converts a quaternion to a rotation matrix.
| result | the resulting quaternion | |
| quaternion | the quaternion to convert |
| static GLvoid ES3D::QuaternionMathx::slerpx | ( | FixedPointx | result[4], | |
| const FixedPointx | quaternion0[4], | |||
| const FixedPointx | quaternion1[4], | |||
| GLclampx | t | |||
| ) | [inline, static] |
Does a spherical interpolation (SLERP) with two quaternions.
| result | the resulting quaternion | |
| quaternion0 | the first quaternion | |
| quaternion1 | the second quaternion | |
| t | the ratio (between 0 and 1) to interpolate |
1.4.7