#ifndef QUAT_H #define QUAT_H #include #include "Vector3.h" namespace godot { #define CMP_EPSILON 0.00001 typedef float real_t; class 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; real_t dot(const Quat& q) const; void set_euler(const Vector3& p_euler); 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 { r_angle = 2 * ::acos(w); r_axis.x = x / ::sqrt(1-w*w); r_axis.y = y / ::sqrt(1-w*w); r_axis.z = z / ::sqrt(1-w*w); } void operator*=(const Quat& q); Quat operator*(const Quat& q) const; Quat operator*(const Vector3& v) const { return Quat( w * v.x + y * v.z - z * v.y, w * v.y + z * v.x - x * v.z, w * v.z + x * v.y - y * v.x, -x * v.x - y * v.y - z * v.z); } Vector3 xform(const Vector3& v) const { Quat q = *this * v; q *= this->inverse(); return Vector3(q.x,q.y,q.z); } 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) // shortest arc { Vector3 c = v0.cross(v1); real_t d = v0.dot(v1); if (d < -1.0 + CMP_EPSILON) { x=0; y=1; z=0; w=0; } else { real_t s = ::sqrt((1.0 + d) * 2.0); real_t rs = 1.0 / s; x=c.x*rs; y=c.y*rs; z=c.z*rs; w=s * 0.5; } } inline Quat() {x=y=z=0; w=1; } }; real_t Quat::dot(const Quat& q) const { return x * q.x+y * q.y+z * q.z+w * q.w; } real_t Quat::length_squared() const { return dot(*this); } void Quat::operator+=(const Quat& q) { x += q.x; y += q.y; z += q.z; w += q.w; } void Quat::operator-=(const Quat& q) { x -= q.x; y -= q.y; z -= q.z; w -= q.w; } void Quat::operator*=(const real_t& s) { x *= s; y *= s; z *= s; w *= s; } void Quat::operator/=(const real_t& s) { *this *= 1.0 / s; } Quat Quat::operator+(const Quat& q2) const { const Quat& q1 = *this; return Quat( q1.x+q2.x, q1.y+q2.y, q1.z+q2.z, q1.w+q2.w ); } Quat Quat::operator-(const Quat& q2) const { const Quat& q1 = *this; return Quat( q1.x-q2.x, q1.y-q2.y, q1.z-q2.z, q1.w-q2.w); } Quat Quat::operator-() const { const Quat& q2 = *this; return Quat( -q2.x, -q2.y, -q2.z, -q2.w); } Quat Quat::operator*(const real_t& s) const { return Quat(x * s, y * s, z * s, w * s); } Quat Quat::operator/(const real_t& s) const { return *this * (1.0 / s); } bool Quat::operator==(const Quat& p_quat) const { return x==p_quat.x && y==p_quat.y && z==p_quat.z && w==p_quat.w; } bool Quat::operator!=(const Quat& p_quat) const { return x!=p_quat.x || y!=p_quat.y || z!=p_quat.z || w!=p_quat.w; } } #endif // QUAT_H