1 /***************************************************************************
2 * This file is part of Tecorrec. *
3 * Copyright 2008 James Hogan <james@albanarts.com> *
5 * Tecorrec is free software: you can redistribute it and/or modify *
6 * it under the terms of the GNU General Public License as published by *
7 * the Free Software Foundation, either version 2 of the License, or *
8 * (at your option) any later version. *
10 * Tecorrec is distributed in the hope that it will be useful, *
11 * but WITHOUT ANY WARRANTY; without even the implied warranty of *
12 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
13 * GNU General Public License for more details. *
15 * You should have received a copy of the GNU General Public License *
16 * along with Tecorrec. If not, write to the Free Software Foundation, *
17 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. *
18 ***************************************************************************/
23 * Inline function helpers for GLquaternion<t> classes (from maths library)
24 * These are overloaded to take multiple data types
25 * Header for basic data types is glBasic.h
29 // Stop multiple inclusions
30 #ifndef _maths_glQuaternion_h_
31 #define _maths_glQuaternion_h_
33 // Maths Library - Quaternion Classes
34 #include "Quaternion.h"
38 // Make use of maths library quaternion classes
39 typedef maths::Quaternion
<float> quatf
;
40 typedef maths::Quaternion
<double> quatd
;
44 typedef maths::gl::quatf GLquatf
;
45 typedef maths::gl::quatd GLquatd
;
47 // Rotate the modelview matrix by a quaternion
48 inline void glRotate(const maths::gl::quatf
& q
)
50 // Convert the quaternion data into simple axis & angle so that it fits in glRotatef
51 maths::gl::quatf Q
= q
.ToAxisAngle();
52 // Convert Q.w into degrees (from radians) before passing into OpenGL
53 glRotatef(57.295779513f
* Q
[3], Q
[0], Q
[1], Q
[2]);
56 // Rotate the modelview matrix by a quaternion
57 inline void glRotate(const maths::gl::quatd
& q
)
59 // Convert the quaternion data into simple axis & angle so that it fits in glRotatef
60 maths::gl::quatd Q
= q
.ToAxisAngle();
61 // Convert Q.w into degrees (from radians) before passing into OpenGL
62 glRotated(57.295779513 * Q
[3], Q
[0], Q
[1], Q
[2]);