mirror of
https://github.com/GTAmodding/re3.git
synced 2024-11-27 09:33:43 +00:00
a8a28c1512
# Conflicts: # src/control/CarCtrl.cpp # src/math/Matrix.h # src/math/Vector2D.h # src/math/math.cpp # src/render/Skidmarks.cpp
90 lines
2.2 KiB
C++
90 lines
2.2 KiB
C++
#pragma once
|
|
|
|
// TODO: actually implement this
|
|
class CQuaternion
|
|
{
|
|
public:
|
|
float x, y, z, w;
|
|
CQuaternion(void) {}
|
|
CQuaternion(float x, float y, float z, float w) : x(x), y(y), z(z), w(w) {}
|
|
|
|
float Magnitude(void) const { return Sqrt(x*x + y*y + z*z + w*w); }
|
|
float MagnitudeSqr(void) const { return x*x + y*y + z*z + w*w; }
|
|
void Normalise(void);
|
|
void Multiply(const CQuaternion &q1, const CQuaternion &q2);
|
|
|
|
const CQuaternion &operator+=(CQuaternion const &right) {
|
|
x += right.x;
|
|
y += right.y;
|
|
z += right.z;
|
|
w += right.w;
|
|
return *this;
|
|
}
|
|
|
|
const CQuaternion &operator-=(CQuaternion const &right) {
|
|
x -= right.x;
|
|
y -= right.y;
|
|
z -= right.z;
|
|
w -= right.w;
|
|
return *this;
|
|
}
|
|
|
|
const CQuaternion &operator*=(float right) {
|
|
x *= right;
|
|
y *= right;
|
|
z *= right;
|
|
w *= right;
|
|
return *this;
|
|
}
|
|
|
|
const CQuaternion &operator/=(float right) {
|
|
x /= right;
|
|
y /= right;
|
|
z /= right;
|
|
w /= right;
|
|
return *this;
|
|
}
|
|
|
|
CQuaternion operator-() const {
|
|
return CQuaternion(-x, -y, -z, -w);
|
|
}
|
|
|
|
void Slerp(const CQuaternion &q1, const CQuaternion &q2, float theta, float invSin, float t);
|
|
void Get(RwV3d *axis, float *angle);
|
|
void Set(RwV3d *axis, float angle);
|
|
void Get(RwMatrix *matrix);
|
|
void Set(const RwMatrix &matrix);
|
|
void Set(float f1, float f2, float f3);
|
|
void Get(float *f1, float *f2, float *f3);
|
|
};
|
|
|
|
inline float
|
|
DotProduct(const CQuaternion &q1, const CQuaternion &q2)
|
|
{
|
|
return q1.x*q2.x + q1.y*q2.y + q1.z*q2.z + q1.w*q2.w;
|
|
}
|
|
|
|
inline CQuaternion operator+(const CQuaternion &left, const CQuaternion &right)
|
|
{
|
|
return CQuaternion(left.x + right.x, left.y + right.y, left.z + right.z, left.w + right.w);
|
|
}
|
|
|
|
inline CQuaternion operator-(const CQuaternion &left, const CQuaternion &right)
|
|
{
|
|
return CQuaternion(left.x - right.x, left.y - right.y, left.z - right.z, left.w - right.w);
|
|
}
|
|
|
|
inline CQuaternion operator*(const CQuaternion &left, float right)
|
|
{
|
|
return CQuaternion(left.x * right, left.y * right, left.z * right, left.w * right);
|
|
}
|
|
|
|
inline CQuaternion operator*(float left, const CQuaternion &right)
|
|
{
|
|
return CQuaternion(left * right.x, left * right.y, left * right.z, left * right.w);
|
|
}
|
|
|
|
inline CQuaternion operator/(const CQuaternion &left, float right)
|
|
{
|
|
return CQuaternion(left.x / right, left.y / right, left.z / right, left.w / right);
|
|
}
|