prime/include/Kyoto/Math/CQuaternion.hpp

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#ifndef _CQUATERNION
#define _CQUATERNION
#include "types.h"
#include "Kyoto/Math/CMatrix3f.hpp"
#include "Kyoto/Math/CTransform4f.hpp"
class CRelAngle;
class CUnitVector3f;
class CNUQuaternion;
class CQuaternion {
public:
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CQuaternion(CInputStream& in);
CQuaternion(float w, float x, float y, float z) : w(w), imaginary(x, y, z) {}
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CQuaternion(float w, const CVector3f& imaginary) : w(w), imaginary(imaginary) {}
// CQuaternion(const CQuaternion& other)
// : w(other.w)
// , x(other.x)
// , y(other.y)
// , z(other.z) {}
// CQuaternion& operator=(const CQuaternion& other) {
// w = other.w;
// x = other.x;
// y = other.y;
// z = other.z;
// }
CQuaternion operator*(const CQuaternion&) const;
// __amu__11CQuaternionFRC11CQuaternion
// ScalarVector__11CQuaternionFfRC9CVector3f
// Slerp__11CQuaternionFRC11CQuaternionRC11CQuaternionf
// ShortestRotationArc__11CQuaternionFRC9CVector3fRC9CVector3f
// LookAt__11CQuaternionFRC13CUnitVector3fRC13CUnitVector3fRC9CRelAngle
static CQuaternion LookAt(const CUnitVector3f&, const CUnitVector3f&, const CRelAngle&);
// normalize_angle__Ff
// IsValidQuaternion__11CQuaternionCFf
static CQuaternion SlerpLocal(const CQuaternion& from, const CQuaternion& to, float t);
// AngleFrom__11CQuaternionCFRC11CQuaternion
// BuildEquivalent__11CQuaternionCFv
// BuildNormalized__11CQuaternionCFv
static CQuaternion AxisAngle(const CUnitVector3f&, const CRelAngle&);
CVector3f Transform(const CVector3f&) const;
static CQuaternion XRotation(const CRelAngle&);
static CQuaternion YRotation(const CRelAngle&);
static CQuaternion ZRotation(const CRelAngle&);
CMatrix3f BuildTransform() const;
CTransform4f BuildTransform4f() const;
CTransform4f BuildTransform4f(const CVector3f&) const;
CQuaternion BuildInverted() const {
// double w = this->w;
// double x = -this->x;
// double y = -this->y;
// double z = -this->z;
return CQuaternion(w, -imaginary.GetX(), -imaginary.GetY(), -imaginary.GetZ());
}
static CQuaternion FromMatrixRows(const CVector3f&, const CVector3f&, const CVector3f&);
static CQuaternion FromMatrix(const CMatrix3f&);
static CQuaternion FromMatrix(const CTransform4f&);
static CQuaternion FromNUQuaternion(const CNUQuaternion&);
static const CQuaternion& NoRotation() { return sNoRotation; }
static float Dot(const CQuaternion& a, const CQuaternion& b) {
return (a.GetW() * b.GetW()) + (a.GetX() * b.GetX()) + (a.GetY() * b.GetY()) + (a.GetZ() * b.GetZ());
}
float GetW() const { return w; }
float GetX() const { return imaginary.GetX(); }
float GetY() const { return imaginary.GetY(); }
float GetZ() const { return imaginary.GetZ(); }
const CVector3f& GetImaginary() const { return imaginary; }
private:
float w;
CVector3f imaginary;
static const CQuaternion sNoRotation;
};
#endif // _CQUATERNION