/usr/include/fox-1.6/FXQuatd.h is in libfox-1.6-dev 1.6.50-1.
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* *
* D o u b l e - P r e c i s i o n Q u a t e r n i o n *
* *
*********************************************************************************
* Copyright (C) 1994,2006 by Jeroen van der Zijp. All Rights Reserved. *
*********************************************************************************
* This library is free software; you can redistribute it and/or *
* modify it under the terms of the GNU Lesser General Public *
* License as published by the Free Software Foundation; either *
* version 2.1 of the License, or (at your option) any later version. *
* *
* This library is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU *
* Lesser General Public License for more details. *
* *
* You should have received a copy of the GNU Lesser General Public *
* License along with this library; if not, write to the Free Software *
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA. *
*********************************************************************************
* $Id: FXQuatd.h,v 1.15 2006/01/22 17:58:07 fox Exp $ *
********************************************************************************/
#ifndef FXQUATD_H
#define FXQUATD_H
namespace FX {
class FXMat3d;
/// Double-precision quaternion
class FXAPI FXQuatd : public FXVec4d {
public:
/// Constructors
FXQuatd(){}
/// Copy constructor
FXQuatd(const FXQuatd& q):FXVec4d(q){}
/// Construct from components
FXQuatd(FXdouble xx,FXdouble yy,FXdouble zz,FXdouble ww):FXVec4d(xx,yy,zz,ww){}
/// Construct from array of doubles
FXQuatd(const FXdouble v[]):FXVec4d(v){}
/// Construct from axis and angle
FXQuatd(const FXVec3d& axis,FXdouble phi=0.0);
/// Construct from euler angles yaw (z), pitch (y), and roll (x)
FXQuatd(FXdouble roll,FXdouble pitch,FXdouble yaw);
/// Construct quaternion from two unit vectors
FXQuatd(const FXVec3d& fr,const FXVec3d& to);
/// Construct quaternion from three axes
FXQuatd(const FXVec3d& ex,const FXVec3d& ey,const FXVec3d& ez);
/// Construct quaternion from 3x3 matrix
FXQuatd(const FXMat3d& mat);
/// Adjust quaternion length
FXQuatd& adjust();
/// Set quaternion from axis and angle
void setAxisAngle(const FXVec3d& axis,FXdouble phi=0.0);
/// Obtain axis and angle from quaternion
void getAxisAngle(FXVec3d& axis,FXdouble& phi) const;
/// Set quaternion from roll (x), pitch (y), yaw (z)
void setRollPitchYaw(FXdouble roll,FXdouble pitch,FXdouble yaw);
void getRollPitchYaw(FXdouble& roll,FXdouble& pitch,FXdouble& yaw) const;
/// Set quaternion from yaw (z), pitch (y), roll (x)
void setYawPitchRoll(FXdouble yaw,FXdouble pitch,FXdouble roll);
void getYawPitchRoll(FXdouble& yaw,FXdouble& pitch,FXdouble& roll) const;
/// Set quaternion from roll (x), yaw (z), pitch (y)
void setRollYawPitch(FXdouble roll,FXdouble yaw,FXdouble pitch);
void getRollYawPitch(FXdouble& roll,FXdouble& yaw,FXdouble& pitch) const;
/// Set quaternion from pitch (y), roll (x),yaw (z)
void setPitchRollYaw(FXdouble pitch,FXdouble roll,FXdouble yaw);
void getPitchRollYaw(FXdouble& pitch,FXdouble& roll,FXdouble& yaw) const;
/// Set quaternion from pitch (y), yaw (z), roll (x)
void setPitchYawRoll(FXdouble pitch,FXdouble yaw,FXdouble roll);
void getPitchYawRoll(FXdouble& pitch,FXdouble& yaw,FXdouble& roll) const;
/// Set quaternion from yaw (z), roll (x), pitch (y)
void setYawRollPitch(FXdouble yaw,FXdouble roll,FXdouble pitch);
void getYawRollPitch(FXdouble& yaw,FXdouble& roll,FXdouble& pitch) const;
/// Set quaternion from axes
void setAxes(const FXVec3d& ex,const FXVec3d& ey,const FXVec3d& ez);
/// Get quaternion axes
void getAxes(FXVec3d& ex,FXVec3d& ey,FXVec3d& ez) const;
/// Obtain local x axis
FXVec3d getXAxis() const;
/// Obtain local y axis
FXVec3d getYAxis() const;
/// Obtain local z axis
FXVec3d getZAxis() const;
/// Exponentiate quaternion
FXQuatd exp() const;
/// Take logarithm of quaternion
FXQuatd log() const;
/// Invert quaternion
FXQuatd invert() const;
/// Invert unit quaternion
FXQuatd unitinvert() const;
/// Conjugate quaternion
FXQuatd conj() const;
/// Construct quaternion from arc a->b on unit sphere
FXQuatd& arc(const FXVec3d& a,const FXVec3d& b);
/// Spherical lerp
FXQuatd& lerp(const FXQuatd& u,const FXQuatd& v,FXdouble f);
/// Multiply quaternions
FXQuatd operator*(const FXQuatd& q) const;
/// Rotation of a vector by a quaternion
FXVec3d operator*(const FXVec3d& v) const;
};
}
#endif
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