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- #ifndef QUAT_H
- #define QUAT_H
- #include <cmath>
- #include "Vector3.hpp"
- // #include "Basis.h"
- namespace godot {
- 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;
- void set_euler(const Vector3& p_euler);
- real_t dot(const Quat& q) const;
- 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;
- 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_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) ;
- inline Quat() {x=y=z=0; w=1; }
- };
- }
- #endif // QUAT_H
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