#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 |