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- #ifndef QUAT_H
- #define QUAT_H
- #include <cmath>
- #include "Vector3.h"
- namespace godot {
- #define CMP_EPSILON 0.00001
- typedef float real_t;
- class Quat{
- public:
- real_t x,y,z,w;
- real_t length_squared() const;
- real_t length() const;
- void normalize();
- Quat normalized() const;
- Quat inverse() const;
- real_t dot(const Quat& q) const;
- void set_euler(const Vector3& p_euler);
- Vector3 get_euler() 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 {
- r_angle = 2 * ::acos(w);
- r_axis.x = x / ::sqrt(1-w*w);
- r_axis.y = y / ::sqrt(1-w*w);
- r_axis.z = z / ::sqrt(1-w*w);
- }
- void operator*=(const Quat& q);
- Quat operator*(const Quat& q) const;
- Quat operator*(const Vector3& v) const
- {
- return Quat( w * v.x + y * v.z - z * v.y,
- w * v.y + z * v.x - x * v.z,
- w * v.z + x * v.y - y * v.x,
- -x * v.x - y * v.y - z * v.z);
- }
- Vector3 xform(const Vector3& v) const {
- Quat q = *this * v;
- q *= this->inverse();
- return Vector3(q.x,q.y,q.z);
- }
- 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_quat) const;
- bool operator!=(const Quat& p_quat) 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) // shortest arc
- {
- Vector3 c = v0.cross(v1);
- real_t d = v0.dot(v1);
- if (d < -1.0 + CMP_EPSILON) {
- x=0;
- y=1;
- z=0;
- w=0;
- } else {
- real_t s = ::sqrt((1.0 + d) * 2.0);
- real_t rs = 1.0 / s;
- x=c.x*rs;
- y=c.y*rs;
- z=c.z*rs;
- w=s * 0.5;
- }
- }
- inline Quat() {x=y=z=0; w=1; }
- };
- real_t Quat::dot(const Quat& q) const {
- return x * q.x+y * q.y+z * q.z+w * q.w;
- }
- real_t Quat::length_squared() const {
- return dot(*this);
- }
- void Quat::operator+=(const Quat& q) {
- x += q.x; y += q.y; z += q.z; w += q.w;
- }
- void Quat::operator-=(const Quat& q) {
- x -= q.x; y -= q.y; z -= q.z; w -= q.w;
- }
- void Quat::operator*=(const real_t& s) {
- x *= s; y *= s; z *= s; w *= s;
- }
- void Quat::operator/=(const real_t& s) {
- *this *= 1.0 / s;
- }
- Quat Quat::operator+(const Quat& q2) const {
- const Quat& q1 = *this;
- return Quat( q1.x+q2.x, q1.y+q2.y, q1.z+q2.z, q1.w+q2.w );
- }
- Quat Quat::operator-(const Quat& q2) const {
- const Quat& q1 = *this;
- return Quat( q1.x-q2.x, q1.y-q2.y, q1.z-q2.z, q1.w-q2.w);
- }
- Quat Quat::operator-() const {
- const Quat& q2 = *this;
- return Quat( -q2.x, -q2.y, -q2.z, -q2.w);
- }
- Quat Quat::operator*(const real_t& s) const {
- return Quat(x * s, y * s, z * s, w * s);
- }
- Quat Quat::operator/(const real_t& s) const {
- return *this * (1.0 / s);
- }
- bool Quat::operator==(const Quat& p_quat) const {
- return x==p_quat.x && y==p_quat.y && z==p_quat.z && w==p_quat.w;
- }
- bool Quat::operator!=(const Quat& p_quat) const {
- return x!=p_quat.x || y!=p_quat.y || z!=p_quat.z || w!=p_quat.w;
- }
- }
- #endif // QUAT_H
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