/*************************************************************************/ /* Quat.hpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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 QUAT_H #define QUAT_H #include #include "Vector3.hpp" // #include "Basis.h" namespace godot { class Quat { public: static const Quat IDENTITY; real_t x, y, z, w; real_t length_squared() const; real_t length() const; void normalize(); Quat normalized() const; bool is_normalized() const; Quat inverse() 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; inline void set_euler(const Vector3 &p_euler) { set_euler_yxz(p_euler); } inline Vector3 get_euler() const { return get_euler_yxz(); } real_t dot(const Quat &q) const; Quat slerp(const Quat &q, const real_t &t) const; Quat slerpni(const Quat &q, const real_t &t) const; Quat cubic_slerp(const Quat &q, const Quat &prep, const Quat &postq, const real_t &t) const; void get_axis_and_angle(Vector3 &r_axis, real_t &r_angle) const; void set_axis_angle(const Vector3 &axis, const float angle); void operator*=(const Quat &q); Quat operator*(const Quat &q) const; Quat operator*(const Vector3 &v) const; Vector3 xform(const Vector3 &v) const; void operator+=(const Quat &q); void operator-=(const Quat &q); void operator*=(const real_t &s); void operator/=(const real_t &s); Quat operator+(const Quat &q2) const; Quat operator-(const Quat &q2) const; Quat operator-() const; Quat operator*(const real_t &s) const; Quat operator/(const real_t &s) const; bool operator==(const Quat &p_quaternion) const; bool operator!=(const Quat &p_quaternion) const; operator String() const; inline void set(real_t p_x, real_t p_y, real_t p_z, real_t p_w) { x = p_x; y = p_y; z = p_z; w = p_w; } inline Quat(real_t p_x, real_t p_y, real_t p_z, real_t p_w) { x = p_x; y = p_y; z = p_z; w = p_w; } Quat(const Vector3 &axis, const real_t &angle); Quat(const Vector3 &v0, const Vector3 &v1); inline Quat() { x = y = z = 0; w = 1; } }; } // namespace godot #endif // QUAT_H