#ifndef BH_MATH_QUAT_H #define BH_MATH_QUAT_H #include "../Common.h" #include "Vec4f.h" #define BH_Quat4fAdd(a, b, out) \ BH_Vec4fAdd(a, b, out) #define BH_Quat4fSub(a, b, out) \ BH_Vec4fSub(a, b, out) #define BH_Quat4fScale(a, b, out) \ BH_Vec4fScale(a, b, out) #define BH_Quat4fNegate(in, out) \ BH_Vec4fNegate(in, out) #define BH_Quat4fDot(a, b) \ BH_Vec4fDot(a, b) #define BH_Quat4fLength(in) \ BH_Vec4fLength(in) #define BH_Quat4fNormal(in, out) \ BH_Vec4fNormal(in, out) #define BH_Quat4fLerp(a, b, t, out) \ BH_Vec4fLerp(a, b, t, out) void BH_Quat4fIdentity(float out[4]); void BH_Quat4fConjugate(const float in[4], float out[4]); void BH_Quat4fInverse(const float in[4], float out[4]); void BH_Quat4fMul(const float a[4], const float b[4], float out[4]); void BH_Quat4fSlerp(const float a[4], const float b[4], float t, float out[4]); void BH_Quat4fFromEuler(float roll, float pitch, float yaw, float out[4]); void BH_Quat4fFromAxis(const float axis[3], float angle, float out[4]); void BH_Quat4fToEuler(const float in[4], float *roll, float *pitch, float *yaw); void BH_Quat4fToAxis(const float in[4], float axis[3], float *angle); void BH_Quat4fToMat4f(const float in[4], float out[16]); #endif /* BH_MATH_QUAT */