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diff --git a/doc/Manual/en/BH_Quat.pod b/doc/Manual/en/BH_Quat.pod new file mode 100644 index 0000000..7e4d322 --- /dev/null +++ b/doc/Manual/en/BH_Quat.pod @@ -0,0 +1,219 @@ +=encoding UTF-8 + + +=head1 NAME + +BH_Quat - Quaternion + + +=head1 SYNTAX + + #include <BH/Math/Quat.h> + + cc prog.c -o prog -lbh + + +=head1 DESCRIPTION + +This module provides a set of functions for working with quaternions. +Quaternions are used to represent rotations in three-dimensional space and have +advantages over other methods, such as rotation matrices or Euler angles, in +terms of stability against error accumulation during multiple rotation +operations. + + +=head1 API CALLS + + +=head2 BH_Quat4fAdd + + #define BH_Quat4fAdd(a, b, out) \ + BH_Vec4fAdd(a, b, out) + +Calculates the sum of two quaternions I<a> and I<b>. + +The parameter I<out> describes the resulting quaternion. + + +=head2 BH_Quat4fSub + + #define BH_Quat4fSub(a, b, out) \ + BH_Vec4fSub(a, b, out) + +Calculates the difference between two quaternions I<a> and I<b>. + +The parameter I<out> describes the resulting quaternion. + + +=head2 BH_Quat4fScale + + #define BH_Quat4fScale(a, b, out) \ + BH_Vec4fScale(a, b, out) + +Calculates the result of multiplying quaternion I<a> by value I<b>. + +The parameter I<out> describes the resulting quaternion. + + +=head2 BH_Quat4fNegate + + #define BH_Quat4fNegate(in, out) \ + BH_Vec4fNegate(in, out) + +Calculates the opposite quaternion from quaternion I<in>. + +The parameter I<out> describes the resulting quaternion. + + +=head2 BH_Quat4fDot + + #define BH_Quat4fDot(a, b) \ + BH_Vec4fDot(a, b) + +Calculates the dot product of quaternions I<a> and I<b>. + + +=head2 BH_Quat4fLength + + #define BH_Quat4fLength(in) \ + BH_Vec4fLength(in) + +float BH_Vec4fLength(const float in[4]); + +Calculates the length of quaternion I<in>. + + +=head2 BH_Quat4fNormal + + #define BH_Quat4fNormal(in, out) \ + BH_Vec4fNormal(in, out) + +Calculates the normalized form of quaternion I<in>. + +The parameter I<out> describes the resulting quaternion. + + +=head2 BH_Quat4fLerp + + #define BH_Quat4fLerp(a, b, t, out) \ + BH_Vec4fLerp(a, b, t, out) + +Performs linear interpolation between two quaternions I<a> and I<b> with +parameter I<t>. + +The parameter I<out> describes the resulting quaternion. + + +=head2 BH_Quat4fIdentity + + void BH_Quat4fIdentity(float out[4]); + +Writes the identity quaternion to I<out>. + + +=head2 BH_Quat4fConjugate + + void BH_Quat4fConjugate(const float in[4], + float out[4]); + +Calculates the conjugate quaternion from I<in>. + +The parameter I<out> describes the resulting quaternion. + + +=head2 BH_Quat4fInverse + + void BH_Quat4fInverse(const float in[4], + float out[4]); + +Calculates the inverse quaternion from I<in>. + +The parameter I<out> describes the resulting quaternion. + + +=head2 BH_Quat4fMul + + void BH_Quat4fMul(const float a[4], + const float b[4], + float out[4]); + +Calculates the result of multiplying two quaternions I<a> and I<b>. + +The parameter I<out> describes the resulting quaternion. + + +=head2 BH_Quat4fSlerp + + void BH_Quat4fSlerp(const float a[4], + const float b[4], + float t, + float out[4]); + +Performs spherical linear interpolation between two quaternions I<a> and I<b> +with parameter I<t>. + +The parameter I<out> describes the resulting quaternion. + + +=head2 BH_Quat4fFromEuler + + void BH_Quat4fFromEuler(float roll, + float pitch, + float yaw, + float out[4]); + +Calculates the quaternion from the angles of the associated coordinate system +I<roll>, I<pitch>, and I<yaw>. + +The order of rotation application is ZYX (yaw, pitch, roll). + +The parameter I<out> describes the resulting quaternion. + + +=head2 BH_Quat4fFromAxis + + void BH_Quat4fFromAxis(const float axis[3], + float angle, + float out[4]); + +Calculates the quaternion from rotation around the I<axis> with the given +I<angle>. + +The parameter I<out> describes the resulting quaternion. + + +=head2 BH_Quat4fToEuler + + void BH_Quat4fToEuler(const float in[4], + float *roll, + float *pitch, + float *yaw); + +Calculates the angles of the associated coordinate system I<roll>, I<pitch>, +and I<yaw> from quaternion I<in>. + +The order of rotation application is ZYX (yaw, pitch, roll). + + +=head2 BH_Quat4fToAxis + + void BH_Quat4fToAxis(const float in[4], + float axis[3], + float *angle); + +Calculates the rotation I<axis> and I<angle> from quaternion I<in>. + + +=head2 BH_Quat4fToMat4f + + void BH_Quat4fToMat4f(const float in[4], + float out[16]); + +Calculates the rotation matrix from quaternion I<in>. + +The parameter I<out> describes the resulting matrix. + + +=head1 SEE ALSO + +L<BH> |
