gdnative_cpp/include/core/Quaternion.hpp

126 lines
4.3 KiB
C++

/*************************************************************************/
/* Quaternion.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.*/
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/*************************************************************************/
#ifndef QUATERNION_H
#define QUATERNION_H
#include <cmath>
#include "Vector3.hpp"
// #include "Basis.h"
namespace godot {
class Quaternion {
public:
static const Quaternion IDENTITY;
real_t x, y, z, w;
real_t length_squared() const;
real_t length() const;
void normalize();
Quaternion normalized() const;
bool is_normalized() const;
Quaternion 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 Quaternion &q) const;
Quaternion slerp(const Quaternion &q, const real_t &t) const;
Quaternion slerpni(const Quaternion &q, const real_t &t) const;
Quaternion cubic_slerp(const Quaternion &q, const Quaternion &prep, const Quaternion &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 Quaternion &q);
Quaternion operator*(const Quaternion &q) const;
Quaternion operator*(const Vector3 &v) const;
Vector3 xform(const Vector3 &v) const;
void operator+=(const Quaternion &q);
void operator-=(const Quaternion &q);
void operator*=(const real_t &s);
void operator/=(const real_t &s);
Quaternion operator+(const Quaternion &q2) const;
Quaternion operator-(const Quaternion &q2) const;
Quaternion operator-() const;
Quaternion operator*(const real_t &s) const;
Quaternion operator/(const real_t &s) const;
bool operator==(const Quaternion &p_quaternion) const;
bool operator!=(const Quaternion &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 Quaternion(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;
}
Quaternion(const Vector3 &axis, const real_t &angle);
Quaternion(const Vector3 &v0, const Vector3 &v1);
inline Quaternion() {
x = y = z = 0;
w = 1;
}
};
} // namespace godot
#endif // QUAT_H