diff options
Diffstat (limited to 'core/math/quat.h')
-rw-r--r-- | core/math/quat.h | 167 |
1 files changed, 87 insertions, 80 deletions
diff --git a/core/math/quat.h b/core/math/quat.h index d3a50343a3..3fc843b83a 100644 --- a/core/math/quat.h +++ b/core/math/quat.h @@ -39,159 +39,166 @@ /** @author Juan Linietsky <reduzio@gmail.com> */ -class Quat{ +class Quat { public: - - real_t x,y,z,w; + 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); + _FORCE_INLINE_ 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; + 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 { + _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); + 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; - - + 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); + 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); } - _FORCE_INLINE_ Vector3 xform(const Vector3& v) const { + _FORCE_INLINE_ Vector3 xform(const Vector3 &v) const { Quat q = *this * v; q *= this->inverse(); - return Vector3(q.x,q.y,q.z); + return Vector3(q.x, q.y, q.z); } - _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_ 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_ 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; + _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 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; + x = p_x; + y = p_y; + z = p_z; + w = p_w; } - Quat(const Vector3& axis, const real_t& angle); + Quat(const Vector3 &axis, const real_t &angle); - Quat(const Vector3& v0, const Vector3& v1) // shortest arc + Quat(const Vector3 &v0, const Vector3 &v1) // shortest arc { Vector3 c = v0.cross(v1); - real_t d = v0.dot(v1); + real_t d = v0.dot(v1); if (d < -1.0 + CMP_EPSILON) { - x=0; - y=1; - z=0; - w=0; + x = 0; + y = 1; + z = 0; + w = 0; } else { - real_t s = Math::sqrt((1.0 + d) * 2.0); + real_t s = Math::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; + x = c.x * rs; + y = c.y * rs; + z = c.z * rs; + w = s * 0.5; } } - inline Quat() {x=y=z=0; w=1; } - - + 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::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 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) { + x *= s; + y *= s; + z *= s; + w *= s; } - -void Quat::operator/=(const real_t& 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 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); + const Quat &q2 = *this; + return Quat(-q2.x, -q2.y, -q2.z, -q2.w); } -Quat Quat::operator*(const real_t& s) const { +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 { +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; } -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 |