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;
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class CNUQuaternion;
class CQuaternion {
public:
CQuaternion(float w, float x, float y, float z) : w(w), x(x), y(y), z(z) {}
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// __ct__11CQuaternionFfRC9CVector3f
// CQuaternion(const CQuaternion& other)
// : w(other.w)
// , x(other.x)
// , y(other.y)
// , z(other.z) {}
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// CQuaternion& operator=(const CQuaternion& other) {
// w = other.w;
// x = other.x;
// y = other.y;
// z = other.z;
// }
CQuaternion operator*(const CQuaternion&) const;
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// __amu__11CQuaternionFRC11CQuaternion
// ScalarVector__11CQuaternionFfRC9CVector3f
// Slerp__11CQuaternionFRC11CQuaternionRC11CQuaternionf
// ShortestRotationArc__11CQuaternionFRC9CVector3fRC9CVector3f
// LookAt__11CQuaternionFRC13CUnitVector3fRC13CUnitVector3fRC9CRelAngle
// normalize_angle__Ff
// IsValidQuaternion__11CQuaternionCFf
// SlerpLocal__11CQuaternionFRC11CQuaternionRC11CQuaternionf
// AngleFrom__11CQuaternionCFRC11CQuaternion
// BuildEquivalent__11CQuaternionCFv
// BuildNormalized__11CQuaternionCFv
static CQuaternion AxisAngle(const CUnitVector3f&, const CRelAngle&);
CVector3f Transform(const CVector3f&) const;
// XRotation__11CQuaternionFRC9CRelAngle
// YRotation__11CQuaternionFRC9CRelAngle
// ZRotation__11CQuaternionFRC9CRelAngle
// BuildTransform__11CQuaternionCFv
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;
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return CQuaternion(w, -x, -y, -z);
}
static CQuaternion FromMatrixRows(const CVector3f&, const CVector3f&, const CVector3f&);
static CQuaternion FromMatrix(const CMatrix3f&);
static CQuaternion FromMatrix(const CTransform4f&);
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static CQuaternion FromNUQuaternion(const CNUQuaternion&);
static const CQuaternion& NoRotation() { return sNoRotation; }
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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 x; }
float GetY() const { return y; }
float GetZ() const { return z; }
private:
float w;
float x;
float y;
float z;
static const CQuaternion sNoRotation;
};
#endif // _CQUATERNION