#include <QuaternionMathf.h>
Static Public Member Functions | |
static GLvoid | angleToQuaternionf (GLfloat result[4], GLfloat anglex, GLfloat angley, GLfloat anglez) |
static GLvoid | slerpf (GLfloat result[4], const GLfloat quaternion0[4], const GLfloat quaternion1[4], GLclampf t) |
static GLvoid | quaternionToMatrixf (GLfloat result[16], GLfloat quaternion[4]) |
static GLvoid ES3D::QuaternionMathf::angleToQuaternionf | ( | GLfloat | result[4], | |
GLfloat | anglex, | |||
GLfloat | angley, | |||
GLfloat | 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::QuaternionMathf::quaternionToMatrixf | ( | GLfloat | result[16], | |
GLfloat | quaternion[4] | |||
) | [inline, static] |
Converts a quaternion to a rotation matrix.
result | the resulting quaternion | |
quaternion | the quaternion to convert |
static GLvoid ES3D::QuaternionMathf::slerpf | ( | GLfloat | result[4], | |
const GLfloat | quaternion0[4], | |||
const GLfloat | quaternion1[4], | |||
GLclampf | 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 |