godot-cpp/include/core/Quat.hpp

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#ifndef QUAT_H
#define QUAT_H
#include <cmath>
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#include "Vector3.hpp"
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// #include "Basis.h"
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namespace godot {
class Quat {
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public:
real_t x, y, z, w;
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real_t length_squared() const;
real_t length() const;
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void normalize();
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Quat normalized() const;
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bool is_normalized() const;
Quat inverse() const;
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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;
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inline void set_euler(const Vector3 &p_euler) { set_euler_yxz(p_euler); }
inline Vector3 get_euler() const { return get_euler_yxz(); }
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real_t dot(const Quat &q) const;
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Quat slerp(const Quat &q, const real_t &t) const;
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Quat slerpni(const Quat &q, const real_t &t) const;
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Quat cubic_slerp(const Quat &q, const Quat &prep, const Quat &postq, const real_t &t) const;
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void get_axis_and_angle(Vector3 &r_axis, real_t &r_angle) const;
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void set_axis_angle(const Vector3 &axis, const float angle);
void operator*=(const Quat &q);
Quat operator*(const Quat &q) const;
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Quat operator*(const Vector3 &v) const;
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Vector3 xform(const Vector3 &v) const;
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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;
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Quat operator-() const;
Quat operator*(const real_t &s) const;
Quat operator/(const real_t &s) const;
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bool operator==(const Quat &p_quat) const;
bool operator!=(const Quat &p_quat) const;
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operator String() const;
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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;
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}
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;
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}
Quat(const Vector3 &axis, const real_t &angle);
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Quat(const Vector3 &v0, const Vector3 &v1);
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inline Quat() {
x = y = z = 0;
w = 1;
}
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};
} // namespace godot
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#endif // QUAT_H