godot-cpp/include/godot_cpp/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{
public:
real_t x,y,z,w;
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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Quat inverse() const;
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void set_euler(const Vector3& p_euler);
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real_t dot(const Quat& q) const;
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Vector3 get_euler() 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 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;
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;
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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;
}
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);
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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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};
}
#endif // QUAT_H