quaternionsο
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):ο
Macros:
GLM_QUAT_IDENTITY_INIT
GLM_QUAT_IDENTITY
Functions:
Functions documentationο
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void glm_quat_identity(versor q)ο
- makes given quat to identity
- Parameters:
- [in, out] q quaternion
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void glm_quat_identity_array(versor *__restrict q, size_t count)ο
- make given quaternion arrayβs each element identity quaternion
- Parameters:
- [in, out] q quat array (must be aligned (16) if alignment is not disabled)[in] count count of quaternions
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void glm_quat_init(versor q, float x, float y, float z, float w)ο
- 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)
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void glm_quat(versor q, float angle, float x, float y, float z)ο
- creates NEW quaternion with individual axis componentsgiven axis will be normalized
- Parameters:
- [out] q quaternion[in] angle angle (radians)[in] x axis.x[in] y axis.y[in] z axis.z
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void glm_quatv(versor q, float angle, vec3 axis)ο
- creates NEW quaternion with axis vectorgiven axis will be normalized
- Parameters:
- [out] q quaternion[in] angle angle (radians)[in] axis axis (will be normalized)
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void glm_quat_copy(versor q, versor dest)ο
- copy quaternion to another one
- Parameters:
- [in] q source quaternion[out] dest destination quaternion
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void glm_quat_from_vecs(vec3 a, vec3 b, versor dest)ο
- compute unit quaternion needed to rotate a into b
- References:
- Parameters:
- [in] a unit vector[in] b unit vector[in] dest unit quaternion
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float glm_quat_norm(versor q)ο
- returns norm (magnitude) of quaternion
- Parameters:
- [in] a quaternion
- Returns:
norm (magnitude)
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void glm_quat_normalize_to(versor q, versor dest)ο
- normalize quaternion and store result in dest, original one will not be normalized
- Parameters:
- [in] q quaternion to normalize into[out] dest destination quaternion
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void glm_quat_normalize(versor q)ο
- normalize quaternion
- Parameters:
- [in, out] q quaternion
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float glm_quat_dot(versor p, versor q)ο
dot product of two quaternion
- Parameters:
- [in] p quaternion 1[in] q quaternion 2
- Returns:
dot product
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void glm_quat_conjugate(versor q, versor dest)ο
conjugate of quaternion
- Parameters:
- [in] q quaternion[in] dest conjugate
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void glm_quat_inv(versor q, versor dest)ο
inverse of non-zero quaternion
- Parameters:
- [in] q quaternion[in] dest inverse quaternion
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void glm_quat_add(versor p, versor q, versor dest)ο
add (componentwise) two quaternions and store result in dest
- Parameters:
- [in] p quaternion 1[in] q quaternion 2[in] dest result quaternion
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void glm_quat_sub(versor p, versor q, versor dest)ο
subtract (componentwise) two quaternions and store result in dest
- Parameters:
- [in] p quaternion 1[in] q quaternion 2[in] dest result quaternion
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float glm_quat_real(versor q)ο
returns real part of quaternion
- Parameters:
- [in] q quaternion
- Returns:
real part (quat.w)
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void glm_quat_imag(versor q, vec3 dest)ο
returns imaginary part of quaternion
- Parameters:
- [in] q quaternion[out] dest imag
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void glm_quat_imagn(versor q, vec3 dest)ο
returns normalized imaginary part of quaternion
- Parameters:
- [in] q quaternion[out] dest imag
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float glm_quat_imaglen(versor q)ο
returns length of imaginary part of quaternion
- Parameters:
- [in] q quaternion
- Returns:
norm of imaginary part
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float glm_quat_angle(versor q)ο
returns angle of quaternion
- Parameters:
- [in] q quaternion
- Returns:
angles of quat (radians)
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void glm_quat_axis(versor q, versor dest)ο
axis of quaternion
- Parameters:
- [in] p quaternion[out] dest axis of quaternion
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void glm_quat_mul(versor p, versor q, versor dest)ο
- multiplies two quaternion and stores result in destthis is also called Hamilton ProductAccording 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
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void glm_quat_mat4(versor q, mat4 dest)ο
- convert quaternion to mat4
- Parameters:
- [in] q quaternion[out] dest result matrix
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void glm_quat_mat4t(versor q, mat4 dest)ο
- convert quaternion to mat4 (transposed). This is transposed version of glm_quat_mat4
- Parameters:
- [in] q quaternion[out] dest result matrix
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void glm_quat_mat3(versor q, mat3 dest)ο
- convert quaternion to mat3
- Parameters:
- [in] q quaternion[out] dest result matrix
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void glm_quat_mat3t(versor q, mat3 dest)ο
- convert quaternion to mat3 (transposed). This is transposed version of glm_quat_mat3
- Parameters:
- [in] q quaternion[out] dest result matrix
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void glm_quat_lerp(versor from, versor to, float t, versor dest)ο
- interpolates between two quaternionsusing spherical linear interpolation (LERP)
- Parameters:
- [in] from from[in] to to[in] t interpolant (amount) clamped between 0 and 1[out] dest result quaternion
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void glm_quat_nlerp(versor q, versor r, float t, versor dest)ο
- interpolates between two quaternionstaking the shortest rotation path usingnormalized linear interpolation (NLERP)This is a cheaper alternative to slerp; most games use nlerpfor animations as it visually makes little difference.
- References:
- Parameters:
- [in] from from[in] to to[in] t interpolant (amount) clamped between 0 and 1[out] dest result quaternion
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void glm_quat_slerp(versor q, versor r, float t, versor dest)ο
- interpolates between two quaternionsusing spherical linear interpolation (SLERP)
- Parameters:
- [in] from from[in] to to[in] t interpolant (amount) clamped between 0 and 1[out] dest result quaternion
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void glm_quat_look(vec3 eye, versor ori, mat4 dest)ο
- creates view matrix using quaternion as camera orientation
- Parameters:
- [in] eye eye[in] ori orientation in world space as quaternion[out] dest result matrix
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void glm_quat_for(vec3 dir, vec3 up, versor dest)ο
- creates look rotation quaternion
- Parameters:
- [in] dir direction to look[in] up up vector[out] dest result matrix
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void glm_quat_forp(vec3 from, vec3 to, vec3 up, versor dest)ο
- creates look rotation quaternion using source and destination positions p suffix stands for positionthis 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
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void glm_quat_rotatev(versor q, vec3 v, vec3 dest)ο
- crotate vector using using quaternion
- Parameters:
- [in] q quaternion[in] v vector to rotate[out] dest rotated vector
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void glm_quat_rotate(mat4 m, versor q, mat4 dest)ο
- 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
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void glm_quat_rotate_at(mat4 m, versor q, vec3 pivot)ο
- rotate existing transform matrix using quaternion at pivot point
- Parameters:
- [in, out] m existing transform matrix to rotate[in] q quaternion[in] pivot pivot
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void glm_quat_rotate_atm(mat4 m, versor q, vec3 pivot)ο
- rotate NEW transform matrix using quaternion at pivot pointthis creates rotation matrix, it assumes you donβt have a matrixthis 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
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void glm_quat_make(const float *__restrict src, versor dest)ο
Create quaternion from pointer
Note
@src must contain at least 4 elements. cglm store quaternions as [x, y, z, w].
- Parameters:
- [in] src pointer to an array of floats[out] dest destination quaternion