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+/*************************************************************************/
+/* quat.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* http://www.godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+#ifndef QUAT_H
+#define QUAT_H
+
+#include "math_defs.h"
+#include "math_funcs.h"
+#include "ustring.h"
+#include "vector3.h"
+
+/**
+ @author Juan Linietsky <reduzio@gmail.com>
+*/
+class Quat{
+public:
+
+ real_t x,y,z,w;
+
+ _FORCE_INLINE_ real_t length_squared() const;
+ real_t length() const;
+ void normalize();
+ Quat normalized() const;
+ Quat inverse() const;
+ _FORCE_INLINE_ real_t dot(const Quat& q) const;
+ void set_euler(const Vector3& p_euler);
+ 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;
+
+ _FORCE_INLINE_ void get_axis_and_angle(Vector3& r_axis, real_t &r_angle) const {
+ r_angle = 2 * Math::acos(w);
+ r_axis.x = -x / Math::sqrt(1-w*w);
+ r_axis.y = -y / Math::sqrt(1-w*w);
+ r_axis.z = -z / Math::sqrt(1-w*w);
+ }
+
+ void operator*=(const Quat& q);
+ Quat operator*(const Quat& q) const;
+
+
+ _FORCE_INLINE_ void operator+=(const Quat& q);
+ _FORCE_INLINE_ void operator-=(const Quat& q);
+ _FORCE_INLINE_ void operator*=(const real_t& s);
+ _FORCE_INLINE_ void operator/=(const real_t& s);
+ _FORCE_INLINE_ Quat operator+(const Quat& q2) const;
+ _FORCE_INLINE_ Quat operator-(const Quat& q2) const;
+ _FORCE_INLINE_ Quat operator-() const;
+ _FORCE_INLINE_ Quat operator*(const real_t& s) const;
+ _FORCE_INLINE_ Quat operator/(const real_t& s) const;
+
+
+ _FORCE_INLINE_ bool operator==(const Quat& p_quat) const;
+ _FORCE_INLINE_ 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);
+ 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