/**************************************************************************/ /* quaternion.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.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 GODOT_QUATERNION_SIZE 16 #ifndef GODOT_CORE_API_GODOT_QUATERNION_TYPE_DEFINED #define GODOT_CORE_API_GODOT_QUATERNION_TYPE_DEFINED typedef struct { uint8_t _dont_touch_that[GODOT_QUATERNION_SIZE]; } godot_quaternion; #endif // reduce extern "C" nesting for VS2013 #ifdef __cplusplus } #endif #include #include #ifdef __cplusplus extern "C" { #endif void GDAPI godot_quaternion_new(godot_quaternion *r_dest, const godot_real p_x, const godot_real p_y, const godot_real p_z, const godot_real p_w); void GDAPI godot_quaternion_new_with_axis_angle(godot_quaternion *r_dest, const godot_vector3 *p_axis, const godot_real p_angle); void GDAPI godot_quaternion_new_with_basis(godot_quaternion *r_dest, const godot_basis *p_basis); void GDAPI godot_quaternion_new_with_euler(godot_quaternion *r_dest, const godot_vector3 *p_euler); godot_real GDAPI godot_quaternion_get_x(const godot_quaternion *p_self); void GDAPI godot_quaternion_set_x(godot_quaternion *p_self, const godot_real val); godot_real GDAPI godot_quaternion_get_y(const godot_quaternion *p_self); void GDAPI godot_quaternion_set_y(godot_quaternion *p_self, const godot_real val); godot_real GDAPI godot_quaternion_get_z(const godot_quaternion *p_self); void GDAPI godot_quaternion_set_z(godot_quaternion *p_self, const godot_real val); godot_real GDAPI godot_quaternion_get_w(const godot_quaternion *p_self); void GDAPI godot_quaternion_set_w(godot_quaternion *p_self, const godot_real val); godot_string GDAPI godot_quaternion_as_string(const godot_quaternion *p_self); godot_real GDAPI godot_quaternion_length(const godot_quaternion *p_self); godot_real GDAPI godot_quaternion_length_squared(const godot_quaternion *p_self); godot_quaternion GDAPI godot_quaternion_normalized(const godot_quaternion *p_self); godot_bool GDAPI godot_quaternion_is_normalized(const godot_quaternion *p_self); godot_quaternion GDAPI godot_quaternion_inverse(const godot_quaternion *p_self); godot_real GDAPI godot_quaternion_dot(const godot_quaternion *p_self, const godot_quaternion *p_b); godot_vector3 GDAPI godot_quaternion_xform(const godot_quaternion *p_self, const godot_vector3 *p_v); godot_quaternion GDAPI godot_quaternion_slerp(const godot_quaternion *p_self, const godot_quaternion *p_b, const godot_real p_t); godot_quaternion GDAPI godot_quaternion_slerpni(const godot_quaternion *p_self, const godot_quaternion *p_b, const godot_real p_t); godot_quaternion GDAPI godot_quaternion_cubic_slerp(const godot_quaternion *p_self, const godot_quaternion *p_b, const godot_quaternion *p_pre_a, const godot_quaternion *p_post_b, const godot_real p_t); godot_quaternion GDAPI godot_quaternion_operator_multiply(const godot_quaternion *p_self, const godot_real p_b); godot_quaternion GDAPI godot_quaternion_operator_add(const godot_quaternion *p_self, const godot_quaternion *p_b); godot_quaternion GDAPI godot_quaternion_operator_subtract(const godot_quaternion *p_self, const godot_quaternion *p_b); godot_quaternion GDAPI godot_quaternion_operator_divide(const godot_quaternion *p_self, const godot_real p_b); godot_bool GDAPI godot_quaternion_operator_equal(const godot_quaternion *p_self, const godot_quaternion *p_b); godot_quaternion GDAPI godot_quaternion_operator_neg(const godot_quaternion *p_self); void GDAPI godot_quaternion_set_axis_angle(godot_quaternion *p_self, const godot_vector3 *p_axis, const godot_real p_angle); #ifdef __cplusplus } #endif #endif // GDNATIVE_QUATERNION_H