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-rw-r--r--src/Quaternions.h48
1 files changed, 2 insertions, 46 deletions
diff --git a/src/Quaternions.h b/src/Quaternions.h
index 1c4fc95..c41dfe8 100644
--- a/src/Quaternions.h
+++ b/src/Quaternions.h
@@ -1,30 +1,7 @@
-
 #ifndef _QUATERNIONS_H_
 #define _QUATERNIONS_H_
 
-#include <GL/gl.h>
-#include "PhysicsMath.h"
-
-/**> Quaternion Structures <**/
-#define PI      3.14159265355555897932384626
-#define RADIANS 0
-#define DEGREES 1
-#define deg2rad .0174532925
-
 using namespace std;
-typedef float Matrix_t [4][4];
-struct euler
-{
-        float x, y, z;
-};
-struct angle_axis
-{
-        float x, y, z, angle;
-};
-struct quaternion
-{
-        float x, y, z, w;
-};
 
 class XYZ{
 	public:
@@ -42,42 +19,21 @@ class XYZ{
 		void operator*=(XYZ add);
 		void operator/=(float add);
 		void operator=(float add);
-		void vec(Vector add);
 		bool operator==(XYZ add);
 };
 
-/*********************> Quaternion Function definition <********/
-quaternion To_Quat(int Degree_Flag, euler Euler);
-quaternion To_Quat(angle_axis Ang_Ax);
-quaternion To_Quat(Matrix_t m);
-angle_axis Quat_2_AA(quaternion Quat);
-void Quat_2_Matrix(quaternion Quat, Matrix_t m);
-quaternion Normalize(quaternion Quat);
-quaternion Quat_Mult(quaternion q1, quaternion q2);
-quaternion QNormalize(quaternion Quat);
-XYZ Quat2Vector(quaternion Quat);
-
 void CrossProduct(XYZ P, XYZ Q, XYZ *V);
 void Normalise(XYZ *vectory);
-float normaldotproduct(XYZ point1, XYZ point2);
 bool PointInTriangle(XYZ *p, XYZ normal, XYZ *p1, XYZ *p2, XYZ *p3);
-bool LineFacet(XYZ p1,XYZ p2,XYZ pa,XYZ pb,XYZ pc,XYZ *p);
-float LineFacetd(XYZ p1,XYZ p2,XYZ pa,XYZ pb,XYZ pc,XYZ *p);
 float LineFacetd(XYZ p1,XYZ p2,XYZ pa,XYZ pb,XYZ pc,XYZ n, XYZ *p);
 float LineFacetd(XYZ *p1,XYZ *p2,XYZ *pa,XYZ *pb,XYZ *pc,XYZ *n, XYZ *p);
-bool PointInTriangle(Vector *p, Vector normal, float p11, float p12, float p13, float p21, float p22, float p23, float p31, float p32, float p33);
-bool LineFacet(Vector p1,Vector p2,Vector pa,Vector pb,Vector pc,Vector *p);
 void ReflectVector(XYZ *vel, XYZ *n);
 XYZ DoRotation(XYZ thePoint, float xang, float yang, float zang);
-XYZ DoRotationRadian(XYZ thePoint, float xang, float yang, float zang);
 float findDistance(XYZ point1, XYZ point2);
-float findLength(XYZ point1);
 float findLengthfast(XYZ point1);
 float findDistancefast(XYZ point1, XYZ point2);
 float dotproduct(XYZ point1, XYZ point2);
-bool sphere_line_intersection (
-    float x1, float y1 , float z1,
-    float x2, float y2 , float z2,
-    float x3, float y3 , float z3, float r );
+bool sphere_line_intersection(float x1, float y1, float z1,
+	float x2, float y2, float z2, float x3, float y3, float z3, float r);
 
 #endif