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**
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#ifndef QQUATERNION_H
#define QQUATERNION_H
#include <QtGui/qgenericmatrix.h>
#include <QtGui/qvector3d.h>
#include <QtGui/qvector4d.h>
QT_BEGIN_NAMESPACE
#ifndef QT_NO_QUATERNION
class QMatrix4x4;
class QVariant;
class Q_GUI_EXPORT QQuaternion
{
public:
QQuaternion();
explicit QQuaternion(Qt::Initialization) {}
QQuaternion(float scalar, float xpos, float ypos, float zpos);
#ifndef QT_NO_VECTOR3D
QQuaternion(float scalar, const QVector3D& vector);
#endif
#ifndef QT_NO_VECTOR4D
explicit QQuaternion(const QVector4D& vector);
#endif
bool isNull() const;
bool isIdentity() const;
#ifndef QT_NO_VECTOR3D
QVector3D vector() const;
void setVector(const QVector3D& vector);
#endif
void setVector(float x, float y, float z);
float x() const;
float y() const;
float z() const;
float scalar() const;
void setX(float x);
void setY(float y);
void setZ(float z);
void setScalar(float scalar);
Q_DECL_CONSTEXPR static inline float dotProduct(const QQuaternion &q1, const QQuaternion &q2);
float length() const;
float lengthSquared() const;
QQuaternion normalized() const Q_REQUIRED_RESULT;
void normalize();
inline QQuaternion inverted() const;
QQuaternion conjugated() const Q_REQUIRED_RESULT;
#if QT_DEPRECATED_SINCE(5, 5)
QT_DEPRECATED QQuaternion conjugate() const Q_REQUIRED_RESULT;
#endif
QVector3D rotatedVector(const QVector3D& vector) const;
QQuaternion &operator+=(const QQuaternion &quaternion);
QQuaternion &operator-=(const QQuaternion &quaternion);
QQuaternion &operator*=(float factor);
QQuaternion &operator*=(const QQuaternion &quaternion);
QQuaternion &operator/=(float divisor);
friend inline bool operator==(const QQuaternion &q1, const QQuaternion &q2);
friend inline bool operator!=(const QQuaternion &q1, const QQuaternion &q2);
friend inline const QQuaternion operator+(const QQuaternion &q1, const QQuaternion &q2);
friend inline const QQuaternion operator-(const QQuaternion &q1, const QQuaternion &q2);
friend inline const QQuaternion operator*(float factor, const QQuaternion &quaternion);
friend inline const QQuaternion operator*(const QQuaternion &quaternion, float factor);
friend inline const QQuaternion operator*(const QQuaternion &q1, const QQuaternion& q2);
friend inline const QQuaternion operator-(const QQuaternion &quaternion);
friend inline const QQuaternion operator/(const QQuaternion &quaternion, float divisor);
friend inline bool qFuzzyCompare(const QQuaternion& q1, const QQuaternion& q2);
#ifndef QT_NO_VECTOR4D
QVector4D toVector4D() const;
#endif
operator QVariant() const;
#ifndef QT_NO_VECTOR3D
inline void getAxisAndAngle(QVector3D *axis, float *angle) const;
static QQuaternion fromAxisAndAngle(const QVector3D& axis, float angle);
#endif
void getAxisAndAngle(float *x, float *y, float *z, float *angle) const;
static QQuaternion fromAxisAndAngle
(float x, float y, float z, float angle);
#ifndef QT_NO_VECTOR3D
inline QVector3D toEulerAngles() const;
static inline QQuaternion fromEulerAngles(const QVector3D &eulerAngles);
#endif
void getEulerAngles(float *pitch, float *yaw, float *roll) const;
static QQuaternion fromEulerAngles(float pitch, float yaw, float roll);
QMatrix3x3 toRotationMatrix() const;
static QQuaternion fromRotationMatrix(const QMatrix3x3 &rot3x3);
#ifndef QT_NO_VECTOR3D
void getAxes(QVector3D *xAxis, QVector3D *yAxis, QVector3D *zAxis) const;
static QQuaternion fromAxes(const QVector3D &xAxis, const QVector3D &yAxis, const QVector3D &zAxis);
static QQuaternion fromDirection(const QVector3D &direction, const QVector3D &up);
static QQuaternion rotationTo(const QVector3D &from, const QVector3D &to);
#endif
static QQuaternion slerp
(const QQuaternion& q1, const QQuaternion& q2, float t);
static QQuaternion nlerp
(const QQuaternion& q1, const QQuaternion& q2, float t);
private:
float wp, xp, yp, zp;
};
Q_DECLARE_TYPEINFO(QQuaternion, Q_MOVABLE_TYPE);
inline QQuaternion::QQuaternion() : wp(1.0f), xp(0.0f), yp(0.0f), zp(0.0f) {}
inline QQuaternion::QQuaternion(float aScalar, float xpos, float ypos, float zpos) : wp(aScalar), xp(xpos), yp(ypos), zp(zpos) {}
inline bool QQuaternion::isNull() const
{
return xp == 0.0f && yp == 0.0f && zp == 0.0f && wp == 0.0f;
}
inline bool QQuaternion::isIdentity() const
{
return xp == 0.0f && yp == 0.0f && zp == 0.0f && wp == 1.0f;
}
inline float QQuaternion::x() const { return xp; }
inline float QQuaternion::y() const { return yp; }
inline float QQuaternion::z() const { return zp; }
inline float QQuaternion::scalar() const { return wp; }
inline void QQuaternion::setX(float aX) { xp = aX; }
inline void QQuaternion::setY(float aY) { yp = aY; }
inline void QQuaternion::setZ(float aZ) { zp = aZ; }
inline void QQuaternion::setScalar(float aScalar) { wp = aScalar; }
Q_DECL_CONSTEXPR inline float QQuaternion::dotProduct(const QQuaternion &q1, const QQuaternion &q2)
{
return q1.xp * q2.xp + q1.yp * q2.yp + q1.zp * q2.zp + q1.wp * q2.wp;
}
inline QQuaternion QQuaternion::inverted() const
{
// Need some extra precision if the length is very small.
double len = double(xp) * double(xp) +
double(yp) * double(yp) +
double(zp) * double(zp) +
double(wp) * double(wp);
if (!qFuzzyIsNull(len))
return QQuaternion(wp / len, -xp / len, -yp / len, -zp / len);
return QQuaternion(0.0f, 0.0f, 0.0f, 0.0f);
}
inline QQuaternion QQuaternion::conjugated() const
{
return QQuaternion(wp, -xp, -yp, -zp);
}
#if QT_DEPRECATED_SINCE(5, 5)
inline QQuaternion QQuaternion::conjugate() const
{
return conjugated();
}
#endif
inline QQuaternion &QQuaternion::operator+=(const QQuaternion &quaternion)
{
xp += quaternion.xp;
yp += quaternion.yp;
zp += quaternion.zp;
wp += quaternion.wp;
return *this;
}
inline QQuaternion &QQuaternion::operator-=(const QQuaternion &quaternion)
{
xp -= quaternion.xp;
yp -= quaternion.yp;
zp -= quaternion.zp;
wp -= quaternion.wp;
return *this;
}
inline QQuaternion &QQuaternion::operator*=(float factor)
{
xp *= factor;
yp *= factor;
zp *= factor;
wp *= factor;
return *this;
}
inline const QQuaternion operator*(const QQuaternion &q1, const QQuaternion& q2)
{
float yy = (q1.wp - q1.yp) * (q2.wp + q2.zp);
float zz = (q1.wp + q1.yp) * (q2.wp - q2.zp);
float ww = (q1.zp + q1.xp) * (q2.xp + q2.yp);
float xx = ww + yy + zz;
float qq = 0.5 * (xx + (q1.zp - q1.xp) * (q2.xp - q2.yp));
float w = qq - ww + (q1.zp - q1.yp) * (q2.yp - q2.zp);
float x = qq - xx + (q1.xp + q1.wp) * (q2.xp + q2.wp);
float y = qq - yy + (q1.wp - q1.xp) * (q2.yp + q2.zp);
float z = qq - zz + (q1.zp + q1.yp) * (q2.wp - q2.xp);
return QQuaternion(w, x, y, z);
}
inline QQuaternion &QQuaternion::operator*=(const QQuaternion &quaternion)
{
*this = *this * quaternion;
return *this;
}
inline QQuaternion &QQuaternion::operator/=(float divisor)
{
xp /= divisor;
yp /= divisor;
zp /= divisor;
wp /= divisor;
return *this;
}
inline bool operator==(const QQuaternion &q1, const QQuaternion &q2)
{
return q1.xp == q2.xp && q1.yp == q2.yp && q1.zp == q2.zp && q1.wp == q2.wp;
}
inline bool operator!=(const QQuaternion &q1, const QQuaternion &q2)
{
return !operator==(q1, q2);
}
inline const QQuaternion operator+(const QQuaternion &q1, const QQuaternion &q2)
{
return QQuaternion(q1.wp + q2.wp, q1.xp + q2.xp, q1.yp + q2.yp, q1.zp + q2.zp);
}
inline const QQuaternion operator-(const QQuaternion &q1, const QQuaternion &q2)
{
return QQuaternion(q1.wp - q2.wp, q1.xp - q2.xp, q1.yp - q2.yp, q1.zp - q2.zp);
}
inline const QQuaternion operator*(float factor, const QQuaternion &quaternion)
{
return QQuaternion(quaternion.wp * factor, quaternion.xp * factor, quaternion.yp * factor, quaternion.zp * factor);
}
inline const QQuaternion operator*(const QQuaternion &quaternion, float factor)
{
return QQuaternion(quaternion.wp * factor, quaternion.xp * factor, quaternion.yp * factor, quaternion.zp * factor);
}
inline const QQuaternion operator-(const QQuaternion &quaternion)
{
return QQuaternion(-quaternion.wp, -quaternion.xp, -quaternion.yp, -quaternion.zp);
}
inline const QQuaternion operator/(const QQuaternion &quaternion, float divisor)
{
return QQuaternion(quaternion.wp / divisor, quaternion.xp / divisor, quaternion.yp / divisor, quaternion.zp / divisor);
}
inline bool qFuzzyCompare(const QQuaternion& q1, const QQuaternion& q2)
{
return qFuzzyCompare(q1.xp, q2.xp) &&
qFuzzyCompare(q1.yp, q2.yp) &&
qFuzzyCompare(q1.zp, q2.zp) &&
qFuzzyCompare(q1.wp, q2.wp);
}
#ifndef QT_NO_VECTOR3D
inline QQuaternion::QQuaternion(float aScalar, const QVector3D& aVector)
: wp(aScalar), xp(aVector.x()), yp(aVector.y()), zp(aVector.z()) {}
inline void QQuaternion::setVector(const QVector3D& aVector)
{
xp = aVector.x();
yp = aVector.y();
zp = aVector.z();
}
inline QVector3D QQuaternion::vector() const
{
return QVector3D(xp, yp, zp);
}
inline QVector3D operator*(const QQuaternion &quaternion, const QVector3D &vec)
{
return quaternion.rotatedVector(vec);
}
inline void QQuaternion::getAxisAndAngle(QVector3D *axis, float *angle) const
{
float aX, aY, aZ;
getAxisAndAngle(&aX, &aY, &aZ, angle);
*axis = QVector3D(aX, aY, aZ);
}
inline QVector3D QQuaternion::toEulerAngles() const
{
float pitch, yaw, roll;
getEulerAngles(&pitch, &yaw, &roll);
return QVector3D(pitch, yaw, roll);
}
inline QQuaternion QQuaternion::fromEulerAngles(const QVector3D &eulerAngles)
{
return QQuaternion::fromEulerAngles(eulerAngles.x(), eulerAngles.y(), eulerAngles.z());
}
#endif
inline void QQuaternion::setVector(float aX, float aY, float aZ)
{
xp = aX;
yp = aY;
zp = aZ;
}
#ifndef QT_NO_VECTOR4D
inline QQuaternion::QQuaternion(const QVector4D& aVector)
: wp(aVector.w()), xp(aVector.x()), yp(aVector.y()), zp(aVector.z()) {}
inline QVector4D QQuaternion::toVector4D() const
{
return QVector4D(xp, yp, zp, wp);
}
#endif
#ifndef QT_NO_DEBUG_STREAM
Q_GUI_EXPORT QDebug operator<<(QDebug dbg, const QQuaternion &q);
#endif
#ifndef QT_NO_DATASTREAM
Q_GUI_EXPORT QDataStream &operator<<(QDataStream &, const QQuaternion &);
Q_GUI_EXPORT QDataStream &operator>>(QDataStream &, QQuaternion &);
#endif
#endif
QT_END_NAMESPACE
#endif