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author | sanine <sanine.not@pm.me> | 2022-06-14 00:06:42 -0500 |
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committer | sanine <sanine.not@pm.me> | 2022-06-14 00:06:42 -0500 |
commit | 2f518e5e28d35ae24a5ac0e31000835e43b01972 (patch) | |
tree | 47fdeb9fa5b04e267702acb06424d3f87b37dd84 /libs/cglm/docs/source/quat.rst | |
parent | 034d5c965ff34cfdf4b153af9f32360a02e35684 (diff) |
add cglm as 3rd-party library
Diffstat (limited to 'libs/cglm/docs/source/quat.rst')
-rw-r--r-- | libs/cglm/docs/source/quat.rst | 422 |
1 files changed, 422 insertions, 0 deletions
diff --git a/libs/cglm/docs/source/quat.rst b/libs/cglm/docs/source/quat.rst new file mode 100644 index 0000000..a44c918 --- /dev/null +++ b/libs/cglm/docs/source/quat.rst @@ -0,0 +1,422 @@ +.. default-domain:: C + +quaternions +=========== + +Header: cglm/quat.h + + **Important:** *cglm* stores quaternion as **[x, y, z, w]** in memory + since **v0.4.0** it was **[w, x, y, z]** + before v0.4.0 ( **v0.3.5 and earlier** ). w is real part. + +What you can do with quaternions with existing functions is (Some of them): + +- You can rotate transform matrix using quaterion +- You can rotate vector using quaterion +- You can create view matrix using quaterion +- You can create a lookrotation (from source point to dest) + +Table of contents (click to go): +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +Macros: + +1. GLM_QUAT_IDENTITY_INIT +#. GLM_QUAT_IDENTITY + +Functions: + +1. :c:func:`glm_quat_identity` +#. :c:func:`glm_quat_identity_array` +#. :c:func:`glm_quat_init` +#. :c:func:`glm_quat` +#. :c:func:`glm_quatv` +#. :c:func:`glm_quat_copy` +#. :c:func:`glm_quat_from_vecs` +#. :c:func:`glm_quat_norm` +#. :c:func:`glm_quat_normalize` +#. :c:func:`glm_quat_normalize_to` +#. :c:func:`glm_quat_dot` +#. :c:func:`glm_quat_conjugate` +#. :c:func:`glm_quat_inv` +#. :c:func:`glm_quat_add` +#. :c:func:`glm_quat_sub` +#. :c:func:`glm_quat_real` +#. :c:func:`glm_quat_imag` +#. :c:func:`glm_quat_imagn` +#. :c:func:`glm_quat_imaglen` +#. :c:func:`glm_quat_angle` +#. :c:func:`glm_quat_axis` +#. :c:func:`glm_quat_mul` +#. :c:func:`glm_quat_mat4` +#. :c:func:`glm_quat_mat4t` +#. :c:func:`glm_quat_mat3` +#. :c:func:`glm_quat_mat3t` +#. :c:func:`glm_quat_lerp` +#. :c:func:`glm_quat_nlerp` +#. :c:func:`glm_quat_slerp` +#. :c:func:`glm_quat_look` +#. :c:func:`glm_quat_for` +#. :c:func:`glm_quat_forp` +#. :c:func:`glm_quat_rotatev` +#. :c:func:`glm_quat_rotate` +#. :c:func:`glm_quat_rotate_at` +#. :c:func:`glm_quat_rotate_atm` + +Functions documentation +~~~~~~~~~~~~~~~~~~~~~~~ + +.. c:function:: void glm_quat_identity(versor q) + + | makes given quat to identity + + Parameters: + | *[in, out]* **q** quaternion + +.. c:function:: void glm_quat_identity_array(versor * __restrict q, size_t count) + + | make given quaternion array's each element identity quaternion + + Parameters: + | *[in, out]* **q** quat array (must be aligned (16) if alignment is not disabled) + | *[in]* **count** count of quaternions + +.. c:function:: void glm_quat_init(versor q, float x, float y, float z, float w) + + | inits quaternion with given values + + Parameters: + | *[out]* **q** quaternion + | *[in]* **x** imag.x + | *[in]* **y** imag.y + | *[in]* **z** imag.z + | *[in]* **w** w (real part) + +.. c:function:: void glm_quat(versor q, float angle, float x, float y, float z) + + | creates NEW quaternion with individual axis components + + | given axis will be normalized + + Parameters: + | *[out]* **q** quaternion + | *[in]* **angle** angle (radians) + | *[in]* **x** axis.x + | *[in]* **y** axis.y + | *[in]* **z** axis.z + +.. c:function:: void glm_quatv(versor q, float angle, vec3 axis) + + | creates NEW quaternion with axis vector + + | given axis will be normalized + + Parameters: + | *[out]* **q** quaternion + | *[in]* **angle** angle (radians) + | *[in]* **axis** axis (will be normalized) + +.. c:function:: void glm_quat_copy(versor q, versor dest) + + | copy quaternion to another one + + Parameters: + | *[in]* **q** source quaternion + | *[out]* **dest** destination quaternion + +.. c:function:: void glm_quat_from_vecs(vec3 a, vec3 b, versor dest) + + | compute unit quaternion needed to rotate a into b + + References: + * `Finding quaternion representing the rotation from one vector to another <https://stackoverflow.com/a/11741520/183120>`_ + * `Quaternion from two vectors <http://lolengine.net/blog/2014/02/24/quaternion-from-two-vectors-final>`_ + * `Angle between vectors <http://www.euclideanspace.com/maths/algebra/vectors/angleBetween/minorlogic.htm>`_ + + Parameters: + | *[in]* **a** unit vector + | *[in]* **b** unit vector + | *[in]* **dest** unit quaternion + +.. c:function:: float glm_quat_norm(versor q) + + | returns norm (magnitude) of quaternion + + Parameters: + | *[in]* **a** quaternion + + Returns: + norm (magnitude) + +.. c:function:: void glm_quat_normalize_to(versor q, versor dest) + + | normalize quaternion and store result in dest, original one will not be normalized + + Parameters: + | *[in]* **q** quaternion to normalize into + | *[out]* **dest** destination quaternion + +.. c:function:: void glm_quat_normalize(versor q) + + | normalize quaternion + + Parameters: + | *[in, out]* **q** quaternion + +.. c:function:: float glm_quat_dot(versor p, versor q) + + dot product of two quaternion + + Parameters: + | *[in]* **p** quaternion 1 + | *[in]* **q** quaternion 2 + + Returns: + dot product + +.. c:function:: void glm_quat_conjugate(versor q, versor dest) + + conjugate of quaternion + + Parameters: + | *[in]* **q** quaternion + | *[in]* **dest** conjugate + +.. c:function:: void glm_quat_inv(versor q, versor dest) + + inverse of non-zero quaternion + + Parameters: + | *[in]* **q** quaternion + | *[in]* **dest** inverse quaternion + +.. c:function:: void glm_quat_add(versor p, versor q, versor dest) + + add (componentwise) two quaternions and store result in dest + + Parameters: + | *[in]* **p** quaternion 1 + | *[in]* **q** quaternion 2 + | *[in]* **dest** result quaternion + +.. c:function:: void glm_quat_sub(versor p, versor q, versor dest) + + subtract (componentwise) two quaternions and store result in dest + + Parameters: + | *[in]* **p** quaternion 1 + | *[in]* **q** quaternion 2 + | *[in]* **dest** result quaternion + +.. c:function:: float glm_quat_real(versor q) + + returns real part of quaternion + + Parameters: + | *[in]* **q** quaternion + + Returns: + real part (quat.w) + +.. c:function:: void glm_quat_imag(versor q, vec3 dest) + + returns imaginary part of quaternion + + Parameters: + | *[in]* **q** quaternion + | *[out]* **dest** imag + +.. c:function:: void glm_quat_imagn(versor q, vec3 dest) + + returns normalized imaginary part of quaternion + + Parameters: + | *[in]* **q** quaternion + | *[out]* **dest** imag + +.. c:function:: float glm_quat_imaglen(versor q) + + returns length of imaginary part of quaternion + + Parameters: + | *[in]* **q** quaternion + + Returns: + norm of imaginary part + +.. c:function:: float glm_quat_angle(versor q) + + returns angle of quaternion + + Parameters: + | *[in]* **q** quaternion + + Returns: + angles of quat (radians) + +.. c:function:: void glm_quat_axis(versor q, versor dest) + + axis of quaternion + + Parameters: + | *[in]* **p** quaternion + | *[out]* **dest** axis of quaternion + +.. c:function:: void glm_quat_mul(versor p, versor q, versor dest) + + | multiplies two quaternion and stores result in dest + + | this is also called Hamilton Product + + | According to WikiPedia: + | The product of two rotation quaternions [clarification needed] will be + equivalent to the rotation q followed by the rotation p + + Parameters: + | *[in]* **p** quaternion 1 (first rotation) + | *[in]* **q** quaternion 2 (second rotation) + | *[out]* **dest** result quaternion + +.. c:function:: void glm_quat_mat4(versor q, mat4 dest) + + | convert quaternion to mat4 + + Parameters: + | *[in]* **q** quaternion + | *[out]* **dest** result matrix + +.. c:function:: void glm_quat_mat4t(versor q, mat4 dest) + + | convert quaternion to mat4 (transposed). This is transposed version of glm_quat_mat4 + + Parameters: + | *[in]* **q** quaternion + | *[out]* **dest** result matrix + +.. c:function:: void glm_quat_mat3(versor q, mat3 dest) + + | convert quaternion to mat3 + + Parameters: + | *[in]* **q** quaternion + | *[out]* **dest** result matrix + +.. c:function:: void glm_quat_mat3t(versor q, mat3 dest) + + | convert quaternion to mat3 (transposed). This is transposed version of glm_quat_mat3 + + Parameters: + | *[in]* **q** quaternion + | *[out]* **dest** result matrix + +.. c:function:: void glm_quat_lerp(versor from, versor to, float t, versor dest) + + | interpolates between two quaternions + | using spherical linear interpolation (LERP) + + Parameters: + | *[in]* **from** from + | *[in]* **to** to + | *[in]* **t** interpolant (amount) clamped between 0 and 1 + | *[out]* **dest** result quaternion + +.. c:function:: void glm_quat_nlerp(versor q, versor r, float t, versor dest) + + | interpolates between two quaternions + | taking the shortest rotation path using + | normalized linear interpolation (NLERP) + + | This is a cheaper alternative to slerp; most games use nlerp + | for animations as it visually makes little difference. + + References: + * `Understanding Slerp, Then Not Using it <http://number-none.com/product/Understanding%20Slerp,%20Then%20Not%20Using%20It>`_ + * `Lerp, Slerp and Nlerp <https://keithmaggio.wordpress.com/2011/02/15/math-magician-lerp-slerp-and-nlerp/>`_ + + Parameters: + | *[in]* **from** from + | *[in]* **to** to + | *[in]* **t** interpolant (amount) clamped between 0 and 1 + | *[out]* **dest** result quaternion + +.. c:function:: void glm_quat_slerp(versor q, versor r, float t, versor dest) + + | interpolates between two quaternions + | using spherical linear interpolation (SLERP) + + Parameters: + | *[in]* **from** from + | *[in]* **to** to + | *[in]* **t** interpolant (amount) clamped between 0 and 1 + | *[out]* **dest** result quaternion + +.. c:function:: void glm_quat_look(vec3 eye, versor ori, mat4 dest) + + | creates view matrix using quaternion as camera orientation + + Parameters: + | *[in]* **eye** eye + | *[in]* **ori** orientation in world space as quaternion + | *[out]* **dest** result matrix + +.. c:function:: void glm_quat_for(vec3 dir, vec3 up, versor dest) + + | creates look rotation quaternion + + Parameters: + | *[in]* **dir** direction to look + | *[in]* **up** up vector + | *[out]* **dest** result matrix + +.. c:function:: void glm_quat_forp(vec3 from, vec3 to, vec3 up, versor dest) + + | creates look rotation quaternion using source and destination positions p suffix stands for position + + | this is similar to glm_quat_for except this computes direction for glm_quat_for for you. + + Parameters: + | *[in]* **from** source point + | *[in]* **to** destination point + | *[in]* **up** up vector + | *[out]* **dest** result matrix + +.. c:function:: void glm_quat_rotatev(versor q, vec3 v, vec3 dest) + + | crotate vector using using quaternion + + Parameters: + | *[in]* **q** quaternion + | *[in]* **v** vector to rotate + | *[out]* **dest** rotated vector + +.. c:function:: void glm_quat_rotate(mat4 m, versor q, mat4 dest) + + | rotate existing transform matrix using quaternion + + instead of passing identity matrix, consider to use quat_mat4 functions + + Parameters: + | *[in]* **m** existing transform matrix to rotate + | *[in]* **q** quaternion + | *[out]* **dest** rotated matrix/transform + +.. c:function:: void glm_quat_rotate_at(mat4 m, versor q, vec3 pivot) + + | rotate existing transform matrix using quaternion at pivot point + + Parameters: + | *[in, out]* **m** existing transform matrix to rotate + | *[in]* **q** quaternion + | *[in]* **pivot** pivot + +.. c:function:: void glm_quat_rotate_atm(mat4 m, versor q, vec3 pivot) + + | rotate NEW transform matrix using quaternion at pivot point + | this creates rotation matrix, it assumes you don't have a matrix + + | this should work faster than glm_quat_rotate_at because it reduces one glm_translate. + + Parameters: + | *[in, out]* **m** existing transform matrix to rotate + | *[in]* **q** quaternion + | *[in]* **pivot** pivot |