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@@ -47,24 +47,30 @@ PUBLISHED:
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INLINE_LINMATH FLOATNAME(LQuaternion)
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INLINE_LINMATH FLOATNAME(LQuaternion)
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operator - (const FLOATNAME(LQuaternion) &other) const;
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operator - (const FLOATNAME(LQuaternion) &other) const;
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- INLINE_LINMATH FLOATTYPE angle_rad(const FLOATNAME(LQuaternion) &other) const;
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- INLINE_LINMATH FLOATTYPE angle_deg(const FLOATNAME(LQuaternion) &other) const;
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+ INLINE_LINMATH FLOATTYPE angle_rad(const FLOATNAME(
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+ LQuaternion) &other) const;
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+ INLINE_LINMATH FLOATTYPE angle_deg(const FLOATNAME(
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+ LQuaternion) &other) const;
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INLINE_LINMATH FLOATNAME(LQuaternion) operator * (FLOATTYPE scalar) const;
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INLINE_LINMATH FLOATNAME(LQuaternion) operator * (FLOATTYPE scalar) const;
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INLINE_LINMATH FLOATNAME(LQuaternion) operator / (FLOATTYPE scalar) const;
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INLINE_LINMATH FLOATNAME(LQuaternion) operator / (FLOATTYPE scalar) const;
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- INLINE_LINMATH FLOATNAME(LQuaternion) operator *(const FLOATNAME(LQuaternion) &) const;
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- INLINE_LINMATH FLOATNAME(LQuaternion)& operator *=(const FLOATNAME(LQuaternion) &);
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+ INLINE_LINMATH FLOATNAME(LQuaternion) operator *(
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+ const FLOATNAME(LQuaternion) &) const;
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+ INLINE_LINMATH FLOATNAME(LQuaternion)& operator *=(
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+ const FLOATNAME(LQuaternion) &);
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INLINE_LINMATH FLOATNAME(LMatrix3) operator *(const FLOATNAME(LMatrix3) &);
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INLINE_LINMATH FLOATNAME(LMatrix3) operator *(const FLOATNAME(LMatrix3) &);
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INLINE_LINMATH FLOATNAME(LMatrix4) operator *(const FLOATNAME(LMatrix4) &);
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INLINE_LINMATH FLOATNAME(LMatrix4) operator *(const FLOATNAME(LMatrix4) &);
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- INLINE_LINMATH bool almost_equal(const FLOATNAME(LQuaternion) &other) const;
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- INLINE_LINMATH bool almost_equal(const FLOATNAME(LQuaternion) &other,
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- FLOATTYPE threshold) const;
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- INLINE_LINMATH bool is_same_direction(const FLOATNAME(LQuaternion) &other) const;
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- INLINE_LINMATH bool almost_same_direction(const FLOATNAME(LQuaternion) &other,
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- FLOATTYPE threshold) const;
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+ INLINE_LINMATH bool almost_equal(
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+ const FLOATNAME(LQuaternion) &other) const;
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+ INLINE_LINMATH bool almost_equal(
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+ const FLOATNAME(LQuaternion) &other, FLOATTYPE threshold) const;
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+ INLINE_LINMATH bool is_same_direction(
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+ const FLOATNAME(LQuaternion) &other) const;
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+ INLINE_LINMATH bool almost_same_direction(
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+ const FLOATNAME(LQuaternion) &other, FLOATTYPE threshold) const;
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INLINE_LINMATH void output(ostream&) const;
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INLINE_LINMATH void output(ostream&) const;
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@@ -77,8 +83,15 @@ PUBLISHED:
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FLOATNAME(LVecBase3) get_hpr(CoordinateSystem cs = CS_default) const;
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FLOATNAME(LVecBase3) get_hpr(CoordinateSystem cs = CS_default) const;
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INLINE_LINMATH FLOATNAME(LVector3) get_axis() const;
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INLINE_LINMATH FLOATNAME(LVector3) get_axis() const;
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+ INLINE_LINMATH FLOATNAME(LVector3) get_axis_normalized() const;
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+ INLINE_LINMATH FLOATTYPE get_angle_rad() const;
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INLINE_LINMATH FLOATTYPE get_angle() const;
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INLINE_LINMATH FLOATTYPE get_angle() const;
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+ INLINE_LINMATH void set_from_axis_angle_rad(
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+ FLOATTYPE angle_rad, const FLOATNAME(LVector3) &axis);
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+ INLINE_LINMATH void set_from_axis_angle(
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+ FLOATTYPE angle_deg, const FLOATNAME(LVector3) &axis);
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+
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INLINE_LINMATH FLOATNAME(LVector3) get_up(CoordinateSystem cs = CS_default) const;
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INLINE_LINMATH FLOATNAME(LVector3) get_up(CoordinateSystem cs = CS_default) const;
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INLINE_LINMATH FLOATNAME(LVector3) get_right(CoordinateSystem cs = CS_default) const;
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INLINE_LINMATH FLOATNAME(LVector3) get_right(CoordinateSystem cs = CS_default) const;
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INLINE_LINMATH FLOATNAME(LVector3) get_forward(CoordinateSystem cs = CS_default) const;
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INLINE_LINMATH FLOATNAME(LVector3) get_forward(CoordinateSystem cs = CS_default) const;
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