godot-cpp/include/core/Quat.hpp

94 lines
1.9 KiB
C++

#ifndef QUAT_H
#define QUAT_H
#include <cmath>
#include "Vector3.hpp"
// #include "Basis.h"
namespace godot {
class Quat {
public:
real_t x, y, z, w;
real_t length_squared() const;
real_t length() const;
void normalize();
Quat normalized() const;
bool is_normalized() const;
Quat inverse() const;
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;
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;
void get_axis_and_angle(Vector3 &r_axis, real_t &r_angle) const;
void set_axis_angle(const Vector3 &axis, const float angle);
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;
}
};
} // namespace godot
#endif // QUAT_H