[英]Cartesian to quaternion glm
I have a vector pointing in the direction I need to rotate, but I need to convert it to a quaternion first. 我有一个指向需要旋转的方向的矢量,但是我需要先将其转换为四元数。 I cannot find anything about converting from cartesian coordinates to quaternions in glm.
我找不到关于从笛卡尔坐标转换为glm的四元数的任何信息。 Does such a function exist?
是否存在这样的功能?
Maybe these will help you out. 也许这些会帮助您。 They can be found on their website in the API documents for v0.9.6:
可以在其网站上的v0.9.6的API文档中找到它们:
GLM_FUNC_DECL tvec4<T, P> glm::rotate( tquat<T,P> const &q, tvec4<T,P> const &v )
Rotates a 4 components vector by a quaternion.
See also GLM_GTX_quaternion
GLM_FUNC_DECL tquat<T, P> glm::rotation( tvec3<T,P> const &orig, tvec3<T,P> const &dest )
Compute the rotation between two vectors.
param orig vector, needs to be normalized param dest vector, needs to be normalized
See also GLM_GTX_quaternion
and 和
template<typename T, precision P>
GLM_FUNC_DECL tvec3<T,P> rotate( tquat<T,P> const &q, tvec3<T,P> const &v )
template<typename T, precision P>
GLM_FUNC_DECL tvec4<T,P> rotate( tquat<T,P> const &q, tvec4<T,P> const &v )
template<typename T, precision P>
GLM_FUNC_DECL tquat<T,P> rotation( tvec3<T,P> const &orig, tvec3<T,P> const &dest )
template<typename T, precision P>
GLM_FUNC_DECL tquat<T,P> shortMix( tquat<T, P> const &x, tquat<T, P> const &y, T const &a )
template<typename T, precision P>
GLM_FUNC_DECL tquat<T,P> squad( tquat<T,P> const &q1, tquat<T,P> const &q2, tquat<T,P> const &s1, tquat<T,P> const &s2, T const &h )
template<typename T, precision P>
GLM_FUNC_DECL tmat3x3<T,P> toMat3( tquat<T,P> const &x )
template<typename T, precision P>
GLM_FUNC_DECL tmat4x4<T,P> toMat4( tquat<T,P> const &x )
template<typename T, precision P>
GLM_FUNC_DECL tquat<T,P> toQuat( tmat3x3<T,P> const &x )
template<typename T, precision P>
GLM_FUNC_DECL tquat<T,P> toQuat( tmat4x4<T,P> const &x )
Within these list of functions; 在这些功能列表中; there are functions that will allow you to rotate using a quaternion from using two vectors that returns a quaternion, to convert to and from a matrix3x3 or 4x4 and other useful functions.
有一些函数可让您使用四元数来旋转,而使用两个返回四元数的向量来进行四元数的旋转,在矩阵3x3或4x4之间来回转换以及其他有用的函数。
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