/*************************************************************************/ /* 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 */ 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