/**************************************************************************/ /* quaternion.h */ /**************************************************************************/ /* This file is part of: */ /* PANDEMONIUM ENGINE */ /* https://pandemoniumengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #ifndef GDNATIVE_QUATERNION_H #define GDNATIVE_QUATERNION_H #ifdef __cplusplus extern "C" { #endif #include #define PANDEMONIUM_QUATERNION_SIZE 16 #ifndef PANDEMONIUM_CORE_API_PANDEMONIUM_QUATERNION_TYPE_DEFINED #define PANDEMONIUM_CORE_API_PANDEMONIUM_QUATERNION_TYPE_DEFINED typedef struct { uint8_t _dont_touch_that[PANDEMONIUM_QUATERNION_SIZE]; } pandemonium_quaternion; #endif // reduce extern "C" nesting for VS2013 #ifdef __cplusplus } #endif #include #include #ifdef __cplusplus extern "C" { #endif pandemonium_real GDAPI pandemonium_quaternion_get_x(const pandemonium_quaternion *p_self); void GDAPI pandemonium_quaternion_set_x(pandemonium_quaternion *p_self, const pandemonium_real val); pandemonium_real GDAPI pandemonium_quaternion_get_y(const pandemonium_quaternion *p_self); void GDAPI pandemonium_quaternion_set_y(pandemonium_quaternion *p_self, const pandemonium_real val); pandemonium_real GDAPI pandemonium_quaternion_get_z(const pandemonium_quaternion *p_self); void GDAPI pandemonium_quaternion_set_z(pandemonium_quaternion *p_self, const pandemonium_real val); pandemonium_real GDAPI pandemonium_quaternion_get_w(const pandemonium_quaternion *p_self); void GDAPI pandemonium_quaternion_set_w(pandemonium_quaternion *p_self, const pandemonium_real val); pandemonium_real GDAPI pandemonium_quaternion_length_squared(const pandemonium_quaternion *p_self); //bool is_equal_approx(const Quaternion &p_quat) const; pandemonium_real GDAPI pandemonium_quaternion_length(const pandemonium_quaternion *p_self); //void normalize(); pandemonium_quaternion GDAPI pandemonium_quaternion_normalized(const pandemonium_quaternion *p_self); pandemonium_bool GDAPI pandemonium_quaternion_is_normalized(const pandemonium_quaternion *p_self); pandemonium_quaternion GDAPI pandemonium_quaternion_inverse(const pandemonium_quaternion *p_self); //Quaternion log() const; //Quaternion exp() const; pandemonium_real GDAPI pandemonium_quaternion_dot(const pandemonium_quaternion *p_self, const pandemonium_quaternion *p_b); //real_t angle_to(const Quaternion &p_to) const; //void set_euler_xyz(const Vector3 &p_euler); //Vector3 get_euler_xyz() const; //void set_euler_yxz(const Vector3 &p_euler); //Vector3 get_euler_yxz() const; //void set_euler(const Vector3 &p_euler) { set_euler_yxz(p_euler); }; //Vector3 get_euler() const { return get_euler_yxz(); }; pandemonium_quaternion GDAPI pandemonium_quaternion_slerp(const pandemonium_quaternion *p_self, const pandemonium_quaternion *p_b, const pandemonium_real p_t); pandemonium_quaternion GDAPI pandemonium_quaternion_slerpni(const pandemonium_quaternion *p_self, const pandemonium_quaternion *p_b, const pandemonium_real p_t); pandemonium_quaternion GDAPI pandemonium_quaternion_cubic_slerp(const pandemonium_quaternion *p_self, const pandemonium_quaternion *p_b, const pandemonium_quaternion *p_pre_a, const pandemonium_quaternion *p_post_b, const pandemonium_real p_t); //Quaternion spherical_cubic_interpolate(const Quaternion &p_b, const Quaternion &p_pre_a, const Quaternion &p_post_b, const real_t &p_weight) const; //Vector3 get_axis() const; //float get_angle() const; void GDAPI pandemonium_quaternion_set_axis_angle(pandemonium_quaternion *p_self, const pandemonium_vector3 *p_axis, const pandemonium_real p_angle); //_FORCE_INLINE_ void get_axis_angle(Vector3 &r_axis, real_t &r_angle) const { //void operator*=(const Quaternion &p_q); pandemonium_vector3 GDAPI pandemonium_quaternion_xform(const pandemonium_quaternion *p_self, const pandemonium_vector3 *p_v); pandemonium_quaternion GDAPI pandemonium_quaternion_operator_add(const pandemonium_quaternion *p_self, const pandemonium_quaternion *p_b); pandemonium_quaternion GDAPI pandemonium_quaternion_operator_subtract(const pandemonium_quaternion *p_self, const pandemonium_quaternion *p_b); pandemonium_quaternion GDAPI pandemonium_quaternion_operator_multiply(const pandemonium_quaternion *p_self, const pandemonium_real p_b); pandemonium_quaternion GDAPI pandemonium_quaternion_operator_divide(const pandemonium_quaternion *p_self, const pandemonium_real p_b); pandemonium_quaternion GDAPI pandemonium_quaternion_operator_neg(const pandemonium_quaternion *p_self); pandemonium_bool GDAPI pandemonium_quaternion_operator_equal(const pandemonium_quaternion *p_self, const pandemonium_quaternion *p_b); pandemonium_string GDAPI pandemonium_quaternion_as_string(const pandemonium_quaternion *p_self); //inline void set(real_t p_x, real_t p_y, real_t p_z, real_t p_w) { void GDAPI pandemonium_quaternion_new(pandemonium_quaternion *r_dest, const pandemonium_real p_x, const pandemonium_real p_y, const pandemonium_real p_z, const pandemonium_real p_w); void GDAPI pandemonium_quaternion_new_with_axis_angle(pandemonium_quaternion *r_dest, const pandemonium_vector3 *p_axis, const pandemonium_real p_angle); void GDAPI pandemonium_quaternion_new_with_basis(pandemonium_quaternion *r_dest, const pandemonium_basis *p_basis); void GDAPI pandemonium_quaternion_new_with_euler(pandemonium_quaternion *r_dest, const pandemonium_vector3 *p_euler); //Quaternion(const Vector3 &v0, const Vector3 &v1) // shortest arc #ifdef __cplusplus } #endif #endif // GDNATIVE_QUATERNION_H