a7f49ac9a1
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
119 lines
5.2 KiB
C++
119 lines
5.2 KiB
C++
/*************************************************************************/
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/* quat.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef GODOT_QUAT_H
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#define GODOT_QUAT_H
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#ifdef __cplusplus
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extern "C" {
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#endif
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#include <stdint.h>
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#define GODOT_QUAT_SIZE 16
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#ifndef GODOT_CORE_API_GODOT_QUAT_TYPE_DEFINED
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#define GODOT_CORE_API_GODOT_QUAT_TYPE_DEFINED
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typedef struct {
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uint8_t _dont_touch_that[GODOT_QUAT_SIZE];
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} godot_quat;
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#endif
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// reduce extern "C" nesting for VS2013
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#ifdef __cplusplus
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}
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#endif
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#include <gdnative/gdnative.h>
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#include <gdnative/vector3.h>
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#ifdef __cplusplus
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extern "C" {
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#endif
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void GDAPI godot_quat_new(godot_quat *r_dest, const godot_real p_x, const godot_real p_y, const godot_real p_z, const godot_real p_w);
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void GDAPI godot_quat_new_with_axis_angle(godot_quat *r_dest, const godot_vector3 *p_axis, const godot_real p_angle);
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void GDAPI godot_quat_new_with_basis(godot_quat *r_dest, const godot_basis *p_basis);
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void GDAPI godot_quat_new_with_euler(godot_quat *r_dest, const godot_vector3 *p_euler);
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godot_real GDAPI godot_quat_get_x(const godot_quat *p_self);
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void GDAPI godot_quat_set_x(godot_quat *p_self, const godot_real val);
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godot_real GDAPI godot_quat_get_y(const godot_quat *p_self);
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void GDAPI godot_quat_set_y(godot_quat *p_self, const godot_real val);
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godot_real GDAPI godot_quat_get_z(const godot_quat *p_self);
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void GDAPI godot_quat_set_z(godot_quat *p_self, const godot_real val);
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godot_real GDAPI godot_quat_get_w(const godot_quat *p_self);
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void GDAPI godot_quat_set_w(godot_quat *p_self, const godot_real val);
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godot_string GDAPI godot_quat_as_string(const godot_quat *p_self);
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godot_real GDAPI godot_quat_length(const godot_quat *p_self);
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godot_real GDAPI godot_quat_length_squared(const godot_quat *p_self);
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godot_quat GDAPI godot_quat_normalized(const godot_quat *p_self);
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godot_bool GDAPI godot_quat_is_normalized(const godot_quat *p_self);
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godot_quat GDAPI godot_quat_inverse(const godot_quat *p_self);
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godot_real GDAPI godot_quat_dot(const godot_quat *p_self, const godot_quat *p_b);
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godot_vector3 GDAPI godot_quat_xform(const godot_quat *p_self, const godot_vector3 *p_v);
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godot_quat GDAPI godot_quat_slerp(const godot_quat *p_self, const godot_quat *p_b, const godot_real p_t);
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godot_quat GDAPI godot_quat_slerpni(const godot_quat *p_self, const godot_quat *p_b, const godot_real p_t);
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godot_quat GDAPI godot_quat_cubic_slerp(const godot_quat *p_self, const godot_quat *p_b, const godot_quat *p_pre_a, const godot_quat *p_post_b, const godot_real p_t);
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godot_quat GDAPI godot_quat_operator_multiply(const godot_quat *p_self, const godot_real p_b);
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godot_quat GDAPI godot_quat_operator_add(const godot_quat *p_self, const godot_quat *p_b);
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godot_quat GDAPI godot_quat_operator_subtract(const godot_quat *p_self, const godot_quat *p_b);
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godot_quat GDAPI godot_quat_operator_divide(const godot_quat *p_self, const godot_real p_b);
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godot_bool GDAPI godot_quat_operator_equal(const godot_quat *p_self, const godot_quat *p_b);
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godot_quat GDAPI godot_quat_operator_neg(const godot_quat *p_self);
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void GDAPI godot_quat_set_axis_angle(godot_quat *p_self, const godot_vector3 *p_axis, const godot_real p_angle);
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#ifdef __cplusplus
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}
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#endif
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#endif // GODOT_QUAT_H
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