gtc/quaternion.hpp
Go to the documentation of this file.
#pragma once
// Dependency:
#include "../gtc/constants.hpp"
#include "../gtc/matrix_transform.hpp"
#include "../ext/vector_relational.hpp"
#include "../ext/quaternion_common.hpp"
#include "../ext/quaternion_float.hpp"
#include "../ext/quaternion_float_precision.hpp"
#include "../ext/quaternion_double.hpp"
#include "../ext/quaternion_double_precision.hpp"
#include "../ext/quaternion_relational.hpp"
#include "../ext/quaternion_geometric.hpp"
#include "../ext/quaternion_trigonometric.hpp"
#include "../ext/quaternion_transform.hpp"
#include "../detail/type_mat3x3.hpp"
#include "../detail/type_mat4x4.hpp"
#include "../detail/type_vec3.hpp"
#include "../detail/type_vec4.hpp"
#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
# pragma message("GLM: GLM_GTC_quaternion extension included")
#endif
namespace glm
{
template<typename T, qualifier Q>
GLM_FUNC_DECL vec<3, T, Q> eulerAngles(qua<T, Q> const& x);
template<typename T, qualifier Q>
GLM_FUNC_DECL T roll(qua<T, Q> const& x);
template<typename T, qualifier Q>
GLM_FUNC_DECL T pitch(qua<T, Q> const& x);
template<typename T, qualifier Q>
GLM_FUNC_DECL T yaw(qua<T, Q> const& x);
template<typename T, qualifier Q>
GLM_FUNC_DECL mat<3, 3, T, Q> mat3_cast(qua<T, Q> const& x);
template<typename T, qualifier Q>
GLM_FUNC_DECL mat<4, 4, T, Q> mat4_cast(qua<T, Q> const& x);
template<typename T, qualifier Q>
GLM_FUNC_DECL qua<T, Q> quat_cast(mat<3, 3, T, Q> const& x);
template<typename T, qualifier Q>
GLM_FUNC_DECL qua<T, Q> quat_cast(mat<4, 4, T, Q> const& x);
template<typename T, qualifier Q>
GLM_FUNC_DECL vec<4, bool, Q> lessThan(qua<T, Q> const& x, qua<T, Q> const& y);
template<typename T, qualifier Q>
GLM_FUNC_DECL vec<4, bool, Q> lessThanEqual(qua<T, Q> const& x, qua<T, Q> const& y);
template<typename T, qualifier Q>
GLM_FUNC_DECL vec<4, bool, Q> greaterThan(qua<T, Q> const& x, qua<T, Q> const& y);
template<typename T, qualifier Q>
GLM_FUNC_DECL vec<4, bool, Q> greaterThanEqual(qua<T, Q> const& x, qua<T, Q> const& y);
template<typename T, qualifier Q>
GLM_FUNC_DECL qua<T, Q> quatLookAt(
vec<3, T, Q> const& direction,
vec<3, T, Q> const& up);
template<typename T, qualifier Q>
GLM_FUNC_DECL qua<T, Q> quatLookAtRH(
vec<3, T, Q> const& direction,
vec<3, T, Q> const& up);
template<typename T, qualifier Q>
GLM_FUNC_DECL qua<T, Q> quatLookAtLH(
vec<3, T, Q> const& direction,
vec<3, T, Q> const& up);
} //namespace glm
#include "quaternion.inl"
glm::mat4_cast
GLM_FUNC_DECL mat< 4, 4, T, Q > mat4_cast(qua< T, Q > const &x)
Converts a quaternion to a 4 * 4 matrix.
glm::greaterThan
GLM_FUNC_DECL vec< 4, bool, Q > greaterThan(qua< T, Q > const &x, qua< T, Q > const &y)
Returns the component-wise comparison of result x > y.
glm::greaterThanEqual
GLM_FUNC_DECL vec< 4, bool, Q > greaterThanEqual(qua< T, Q > const &x, qua< T, Q > const &y)
Returns the component-wise comparison of result x >= y.
glm::lessThanEqual
GLM_FUNC_DECL vec< 4, bool, Q > lessThanEqual(qua< T, Q > const &x, qua< T, Q > const &y)
Returns the component-wise comparison of result x <= y.
glm::roll
GLM_FUNC_DECL T roll(qua< T, Q > const &x)
Returns roll value of euler angles expressed in radians.
glm::quatLookAt
GLM_FUNC_DECL qua< T, Q > quatLookAt(vec< 3, T, Q > const &direction, vec< 3, T, Q > const &up)
Build a look at quaternion based on the default handedness.
glm::quat_cast
GLM_FUNC_DECL qua< T, Q > quat_cast(mat< 4, 4, T, Q > const &x)
Converts a pure rotation 4 * 4 matrix to a quaternion.
glm::mat3_cast
GLM_FUNC_DECL mat< 3, 3, T, Q > mat3_cast(qua< T, Q > const &x)
Converts a quaternion to a 3 * 3 matrix.
glm::eulerAngles
GLM_FUNC_DECL vec< 3, T, Q > eulerAngles(qua< T, Q > const &x)
Returns euler angles, pitch as x, yaw as y, roll as z.
glm::lessThan
GLM_FUNC_DECL vec< 4, bool, Q > lessThan(qua< T, Q > const &x, qua< T, Q > const &y)
Returns the component-wise comparison result of x < y.
glm::yaw
GLM_FUNC_DECL T yaw(qua< T, Q > const &x)
Returns yaw value of euler angles expressed in radians.
glm::quatLookAtLH
GLM_FUNC_DECL qua< T, Q > quatLookAtLH(vec< 3, T, Q > const &direction, vec< 3, T, Q > const &up)
Build a left-handed look at quaternion.
glm::quatLookAtRH
GLM_FUNC_DECL qua< T, Q > quatLookAtRH(vec< 3, T, Q > const &direction, vec< 3, T, Q > const &up)
Build a right-handed look at quaternion.
glm::pitch
GLM_FUNC_DECL T pitch(qua< T, Q > const &x)
Returns pitch value of euler angles expressed in radians.
glm
Definition: common.hpp:20