Hugo Locurcio cf5428e103
Add license headers to all source and header files
This is consistent with the core Godot source code, and ensures the
license isn't detached from its original code when individual files
are distributed.
2021-08-02 18:34:58 +02:00

126 lines
4.1 KiB
C++

/*************************************************************************/
/* Quat.hpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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 <cmath>
#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_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;
}
};
} // namespace godot
#endif // QUAT_H