SuperMarioOdysseyOnline/include/sead/math/seadQuat.h

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2022-06-16 21:33:18 +00:00
#pragma once
#include <basis/seadTypes.h>
#include <cmath>
#include <limits>
#include <math/seadMathPolicies.h>
#include <math/seadVector.h>
namespace sead
{
template <typename T>
struct Quat : public Policies<T>::QuatBase
{
private:
typedef Quat<T> Self;
typedef Vector3<T> Vec3;
public:
Quat() {}
Quat(const Quat& other) = default;
Quat(T w, T x, T y, T z);
Quat& operator=(const Quat& other)
{
this->w = other.w;
this->x = other.x;
this->y = other.y;
this->z = other.z;
return *this;
}
friend Quat operator*(const Quat& a, T t)
{
auto result = a;
result *= t;
return result;
}
friend Quat operator*(const Quat& a, const Quat& b)
{
auto result = a;
result *= b;
return result;
}
friend Quat operator*(T t, const Quat& a) { return operator*(a, t); }
Quat& operator*=(const Quat& t);
Quat& operator*=(T t)
{
this->w *= t;
this->x *= t;
this->y *= t;
this->z *= t;
return *this;
}
bool operator==(const Quat& rhs) const { return this->x == rhs.x && this->y == rhs.y && this->z == rhs.z && this->w == rhs.w; }
T length() const;
T normalize();
T dot(const Self& q);
void inverse(Self* q);
void makeUnit();
bool makeVectorRotation(const Vec3& from, const Vec3& to);
void set(T w, T x, T y, T z);
void setRPY(T roll, T pitch, T yaw);
void calcRPY(Vec3& rpy) const;
static const Quat unit;
};
using Quatf = Quat<f32>;
template <>
const Quatf Quatf::unit;
} // namespace sead
#define SEAD_MATH_QUAT_H_
#include <math/seadQuat.hpp>
#undef SEAD_MATH_QUAT_H_