1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
|
#ifndef QUAT_H
#define QUAT_H
#if defined(_WIN32)
# ifdef _GD_CPP_CORE_API_IMPL
# define GD_CPP_CORE_API __declspec(dllexport)
# else
# define GD_CPP_CORE_API __declspec(dllimport)
# endif
#else
# define GD_CPP_CORE_API
#endif
#include <cmath>
#include "Vector3.hpp"
// #include "Basis.h"
namespace godot {
class GD_CPP_CORE_API 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
|