diff options
Diffstat (limited to 'core/math/quaternion.h')
-rw-r--r-- | core/math/quaternion.h | 19 |
1 files changed, 7 insertions, 12 deletions
diff --git a/core/math/quaternion.h b/core/math/quaternion.h index 35324323b3..2575d7d229 100644 --- a/core/math/quaternion.h +++ b/core/math/quaternion.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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 */ @@ -36,7 +36,7 @@ #include "core/math/vector3.h" #include "core/string/ustring.h" -class Quaternion { +class _NO_DISCARD_ Quaternion { public: union { struct { @@ -72,6 +72,9 @@ public: Quaternion slerpni(const Quaternion &p_to, const real_t &p_weight) const; Quaternion cubic_slerp(const Quaternion &p_b, const Quaternion &p_pre_a, const Quaternion &p_post_b, const real_t &p_weight) const; + Vector3 get_axis() const; + float get_angle() const; + _FORCE_INLINE_ void get_axis_angle(Vector3 &r_axis, real_t &r_angle) const { r_angle = 2 * Math::acos(w); real_t r = ((real_t)1) / Math::sqrt(1 - w * w); @@ -83,13 +86,6 @@ public: void operator*=(const Quaternion &p_q); Quaternion operator*(const Quaternion &p_q) const; - Quaternion operator*(const Vector3 &v) const { - return Quaternion(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 { #ifdef MATH_CHECKS ERR_FAIL_COND_V_MSG(!is_normalized(), v, "The quaternion must be normalized."); @@ -138,12 +134,11 @@ public: w(p_q.w) { } - Quaternion &operator=(const Quaternion &p_q) { + void operator=(const Quaternion &p_q) { x = p_q.x; y = p_q.y; z = p_q.z; w = p_q.w; - return *this; } Quaternion(const Vector3 &v0, const Vector3 &v1) // shortest arc |