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-rw-r--r--core/math/quat.h32
1 files changed, 21 insertions, 11 deletions
diff --git a/core/math/quat.h b/core/math/quat.h
index c4f9b3a732..8ed2fa7cc2 100644
--- a/core/math/quat.h
+++ b/core/math/quat.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -115,20 +115,28 @@ public:
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;
+ 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) { set_axis_angle(axis, angle); }
Quat(const Vector3 &euler) { set_euler(euler); }
- Quat(const Quat &q) {
+ Quat(const Quat &q) :
+ x(q.x),
+ y(q.y),
+ z(q.z),
+ w(q.w) {
+ }
+
+ Quat operator=(const Quat &q) {
x = q.x;
y = q.y;
z = q.z;
w = q.w;
+ return *this;
}
Quat(const Vector3 &v0, const Vector3 &v1) // shortest arc
@@ -153,9 +161,11 @@ public:
}
}
- inline Quat() {
- x = y = z = 0;
- w = 1;
+ inline Quat() :
+ x(0),
+ y(0),
+ z(0),
+ w(1) {
}
};