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-rw-r--r--include/core/Quat.hpp78
1 files changed, 40 insertions, 38 deletions
diff --git a/include/core/Quat.hpp b/include/core/Quat.hpp
index 74bb136..314117d 100644
--- a/include/core/Quat.hpp
+++ b/include/core/Quat.hpp
@@ -9,10 +9,9 @@
namespace godot {
-class Quat{
+class Quat {
public:
-
- real_t x,y,z,w;
+ real_t x, y, z, w;
real_t length_squared() const;
real_t length() const;
@@ -23,65 +22,68 @@ public:
Quat inverse() const;
- void set_euler_xyz(const Vector3& p_euler);
+ void set_euler_xyz(const Vector3 &p_euler);
Vector3 get_euler_xyz() const;
- void set_euler_yxz(const Vector3& p_euler);
+ 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 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;
+ real_t dot(const Quat &q) const;
- void get_axis_and_angle(Vector3& r_axis, real_t &r_angle) const;
+ Quat slerp(const Quat &q, const real_t &t) const;
- void operator*=(const Quat& q);
- Quat operator*(const Quat& q) 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;
- Quat operator*(const Vector3& v) const;
+ void operator*=(const Quat &q);
+ Quat operator*(const Quat &q) const;
- Vector3 xform(const Vector3& v) 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;
+ 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;
+ 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;
+ 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 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;
+ 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) ;
+ Quat(const Vector3 &axis, const real_t &angle);
- inline Quat() {x=y=z=0; w=1; }
+ Quat(const Vector3 &v0, const Vector3 &v1);
+ inline Quat() {
+ x = y = z = 0;
+ w = 1;
+ }
};
-
-}
+} // namespace godot
#endif // QUAT_H