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https://github.com/smallmain/cocos-enhance-kit.git
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436 lines
14 KiB
C++
436 lines
14 KiB
C++
/**
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Copyright 2013 BlackBerry Inc.
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Copyright (c) 2014-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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You may obtain a copy of the License at
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http://www.apache.org/licenses/LICENSE-2.0
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Unless required by applicable law or agreed to in writing, software
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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Original file from GamePlay3D: http://gameplay3d.org
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This file was modified to fit the cocos2d-x project
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*/
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#ifndef QUATERNION_H_
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#define QUATERNION_H_
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#include "math/Vec3.h"
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#include "math/Mat4.h"
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//#include "Plane.h"
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/**
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* @addtogroup base
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* @{
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*/
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NS_CC_MATH_BEGIN
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class Mat4;
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/**
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* Defines a 4-element quaternion that represents the orientation of an object in space.
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*
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* Quaternions are typically used as a replacement for euler angles and rotation matrices as a way to achieve smooth interpolation and avoid gimbal lock.
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*
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* Note that this quaternion class does not automatically keep the quaternion normalized. Therefore, care must be taken to normalize the quaternion when necessary, by calling the normalize method.
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* This class provides three methods for doing quaternion interpolation: lerp, slerp, and squad.
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*
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* lerp (linear interpolation): the interpolation curve gives a straight line in quaternion space. It is simple and fast to compute. The only problem is that it does not provide constant angular velocity. Note that a constant velocity is not necessarily a requirement for a curve;
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* slerp (spherical linear interpolation): the interpolation curve forms a great arc on the quaternion unit sphere. Slerp provides constant angular velocity;
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* squad (spherical spline interpolation): interpolating between a series of rotations using slerp leads to the following problems:
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* - the curve is not smooth at the control points;
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* - the angular velocity is not constant;
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* - the angular velocity is not continuous at the control points.
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*
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* Since squad is continuously differentiable, it remedies the first and third problems mentioned above.
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* The slerp method provided here is intended for interpolation of principal rotations. It treats +q and -q as the same principal rotation and is at liberty to use the negative of either input. The resulting path is always the shorter arc.
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*
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* The lerp method provided here interpolates strictly in quaternion space. Note that the resulting path may pass through the origin if interpolating between a quaternion and its exact negative.
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*
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* As an example, consider the following quaternions:
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*
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* q1 = (0.6, 0.8, 0.0, 0.0),
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* q2 = (0.0, 0.6, 0.8, 0.0),
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* q3 = (0.6, 0.0, 0.8, 0.0), and
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* q4 = (-0.8, 0.0, -0.6, 0.0).
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* For the point p = (1.0, 1.0, 1.0), the following figures show the trajectories of p using lerp, slerp, and squad.
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*/
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class CC_DLL Quaternion
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{
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friend class Curve;
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friend class Transform;
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public:
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/**
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* The x-value of the quaternion's vector component.
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*/
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float x;
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/**
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* The y-value of the quaternion's vector component.
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*/
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float y;
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/**
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* The z-value of the quaternion's vector component.
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*/
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float z;
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/**
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* The scalar component of the quaternion.
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*/
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float w;
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/**
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* Constructs a quaternion initialized to (0, 0, 0, 1).
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*/
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Quaternion();
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/**
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* Constructs a quaternion initialized to (0, 0, 0, 1).
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*
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* @param xx The x component of the quaternion.
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* @param yy The y component of the quaternion.
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* @param zz The z component of the quaternion.
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* @param ww The w component of the quaternion.
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*/
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Quaternion(float xx, float yy, float zz, float ww);
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/**
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* Constructs a new quaternion from the values in the specified array.
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*
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* @param array The values for the new quaternion.
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*/
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Quaternion(float* array);
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/**
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* Constructs a quaternion equal to the rotational part of the specified matrix.
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*
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* @param m The matrix.
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*/
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Quaternion(const Mat4& m);
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/**
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* Constructs a quaternion equal to the rotation from the specified axis and angle.
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*
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* @param axis A vector describing the axis of rotation.
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* @param angle The angle of rotation (in radians).
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*/
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Quaternion(const Vec3& axis, float angle);
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/**
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* Constructs a new quaternion that is a copy of the specified one.
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*
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* @param copy The quaternion to copy.
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*/
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Quaternion(const Quaternion& copy);
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/**
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* Destructor.
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*/
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~Quaternion();
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/**
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* Returns the identity quaternion.
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*
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* @return The identity quaternion.
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*/
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static const Quaternion& identity();
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/**
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* Returns the quaternion with all zeros.
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*
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* @return The quaternion.
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*/
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static const Quaternion& zero();
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/**
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* Determines if this quaternion is equal to the identity quaternion.
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*
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* @return true if it is the identity quaternion, false otherwise.
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*/
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bool isIdentity() const;
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/**
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* Determines if this quaternion is all zeros.
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*
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* @return true if this quaternion is all zeros, false otherwise.
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*/
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bool isZero() const;
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/**
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* Creates a quaternion equal to the rotational part of the specified matrix
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* and stores the result in dst.
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*
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* @param m The matrix.
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* @param dst A quaternion to store the conjugate in.
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*/
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static void createFromRotationMatrix(const Mat4& m, Quaternion* dst);
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/**
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* Creates this quaternion equal to the rotation from the specified axis and angle
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* and stores the result in dst.
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*
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* @param axis A vector describing the axis of rotation.
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* @param angle The angle of rotation (in radians).
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* @param dst A quaternion to store the conjugate in.
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*/
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static void createFromAxisAngle(const Vec3& axis, float angle, Quaternion* dst);
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/**
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* Sets this quaternion to the conjugate of itself.
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*/
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void conjugate();
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/**
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* Gets the conjugate of this quaternion.
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*
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*/
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Quaternion getConjugated() const;
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/**
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* Sets this quaternion to the inverse of itself.
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*
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* Note that the inverse of a quaternion is equal to its conjugate
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* when the quaternion is unit-length. For this reason, it is more
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* efficient to use the conjugate method directly when you know your
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* quaternion is already unit-length.
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*
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* @return true if the inverse can be computed, false otherwise.
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*/
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bool inverse();
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/**
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* Gets the inverse of this quaternion.
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*
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* Note that the inverse of a quaternion is equal to its conjugate
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* when the quaternion is unit-length. For this reason, it is more
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* efficient to use the conjugate method directly when you know your
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* quaternion is already unit-length.
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*/
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Quaternion getInversed() const;
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/**
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* Multiplies this quaternion by the specified one and stores the result in this quaternion.
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*
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* @param q The quaternion to multiply.
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*/
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void multiply(const Quaternion& q);
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/**
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* Multiplies the specified quaternions and stores the result in dst.
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*
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* @param q1 The first quaternion.
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* @param q2 The second quaternion.
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* @param dst A quaternion to store the result in.
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*/
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static void multiply(const Quaternion& q1, const Quaternion& q2, Quaternion* dst);
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/**
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* Normalizes this quaternion to have unit length.
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*
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* If the quaternion already has unit length or if the length
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* of the quaternion is zero, this method does nothing.
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*/
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void normalize();
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/**
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* Get the normalized quaternion.
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*
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* If the quaternion already has unit length or if the length
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* of the quaternion is zero, this method simply copies
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* this vector.
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*/
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Quaternion getNormalized() const;
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/**
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* Sets the elements of the quaternion to the specified values.
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*
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* @param xx The new x-value.
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* @param yy The new y-value.
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* @param zz The new z-value.
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* @param ww The new w-value.
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*/
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void set(float xx, float yy, float zz, float ww);
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/**
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* Sets the elements of the quaternion from the values in the specified array.
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*
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* @param array An array containing the elements of the quaternion in the order x, y, z, w.
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*/
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void set(float* array);
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/**
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* Sets the quaternion equal to the rotational part of the specified matrix.
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*
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* @param m The matrix.
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*/
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void set(const Mat4& m);
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/**
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* Sets the quaternion equal to the rotation from the specified axis and angle.
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*
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* @param axis The axis of rotation.
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* @param angle The angle of rotation (in radians).
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*/
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void set(const Vec3& axis, float angle);
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/**
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* Sets the elements of this quaternion to a copy of the specified quaternion.
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*
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* @param q The quaternion to copy.
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*/
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void set(const Quaternion& q);
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/**
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* Sets this quaternion to be equal to the identity quaternion.
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*/
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void setIdentity();
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/**
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* Converts this Quaternion4f to axis-angle notation. The axis is normalized.
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*
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* @param e The Vec3f which stores the axis.
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*
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* @return The angle (in radians).
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*/
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float toAxisAngle(Vec3* e) const;
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/**
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* Converts this Quaternion4f to euler angle.
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*
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* @param e The Vec3f which stores the euler angle.
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*/
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void toEuler(Vec3* e) const;
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/**
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* Converts this Quaternion4f to euler angle.
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*
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* @param e The Vec3f which stores the euler angle.
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*/
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static void toEuler(const Quaternion& q, Vec3* e, bool outerZ = false);
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/**
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* Interpolates between two quaternions using linear interpolation.
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*
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* The interpolation curve for linear interpolation between
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* quaternions gives a straight line in quaternion space.
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*
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* @param q1 The first quaternion.
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* @param q2 The second quaternion.
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* @param t The interpolation coefficient.
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* @param dst A quaternion to store the result in.
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*/
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static void lerp(const Quaternion& q1, const Quaternion& q2, float t, Quaternion* dst);
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/**
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* Interpolates between two quaternions using spherical linear interpolation.
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*
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* Spherical linear interpolation provides smooth transitions between different
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* orientations and is often useful for animating models or cameras in 3D.
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*
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* Note: For accurate interpolation, the input quaternions must be at (or close to) unit length.
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* This method does not automatically normalize the input quaternions, so it is up to the
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* caller to ensure they call normalize beforehand, if necessary.
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*
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* @param q1 The first quaternion.
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* @param q2 The second quaternion.
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* @param t The interpolation coefficient.
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* @param dst A quaternion to store the result in.
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*/
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static void slerp(const Quaternion& q1, const Quaternion& q2, float t, Quaternion* dst);
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/**
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* Interpolates over a series of quaternions using spherical spline interpolation.
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*
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* Spherical spline interpolation provides smooth transitions between different
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* orientations and is often useful for animating models or cameras in 3D.
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*
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* Note: For accurate interpolation, the input quaternions must be unit.
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* This method does not automatically normalize the input quaternions,
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* so it is up to the caller to ensure they call normalize beforehand, if necessary.
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*
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* @param q1 The first quaternion.
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* @param q2 The second quaternion.
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* @param s1 The first control point.
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* @param s2 The second control point.
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* @param t The interpolation coefficient.
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* @param dst A quaternion to store the result in.
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*/
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static void squad(const Quaternion& q1, const Quaternion& q2, const Quaternion& s1, const Quaternion& s2, float t, Quaternion* dst);
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/**
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* Calculates the quaternion product of this quaternion with the given quaternion.
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*
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* Note: this does not modify this quaternion.
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*
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* @param q The quaternion to multiply.
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* @return The quaternion product.
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*/
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inline const Quaternion operator*(const Quaternion& q) const;
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/**
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* Calculates the quaternion product of this quaternion with the given vec3.
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* @param v The vec3 to multiply.
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* @return The vec3 product.
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*/
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inline Vec3 operator*(const Vec3& v) const;
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/**
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* Multiplies this quaternion with the given quaternion.
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*
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* @param q The quaternion to multiply.
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* @return This quaternion, after the multiplication occurs.
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*/
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inline Quaternion& operator*=(const Quaternion& q);
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/** equals to Quaternion(0,0,0, 0) */
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static const Quaternion ZERO;
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private:
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/**
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* Interpolates between two quaternions using spherical linear interpolation.
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*
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* Spherical linear interpolation provides smooth transitions between different
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* orientations and is often useful for animating models or cameras in 3D.
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*
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* Note: For accurate interpolation, the input quaternions must be at (or close to) unit length.
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* This method does not automatically normalize the input quaternions, so it is up to the
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* caller to ensure they call normalize beforehand, if necessary.
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*
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* @param q1x The x component of the first quaternion.
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* @param q1y The y component of the first quaternion.
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* @param q1z The z component of the first quaternion.
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* @param q1w The w component of the first quaternion.
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* @param q2x The x component of the second quaternion.
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* @param q2y The y component of the second quaternion.
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* @param q2z The z component of the second quaternion.
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* @param q2w The w component of the second quaternion.
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* @param t The interpolation coefficient.
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* @param dstx A pointer to store the x component of the slerp in.
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* @param dsty A pointer to store the y component of the slerp in.
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* @param dstz A pointer to store the z component of the slerp in.
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* @param dstw A pointer to store the w component of the slerp in.
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*/
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static void slerp(float q1x, float q1y, float q1z, float q1w, float q2x, float q2y, float q2z, float q2w, float t, float* dstx, float* dsty, float* dstz, float* dstw);
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static void slerpForSquad(const Quaternion& q1, const Quaternion& q2, float t, Quaternion* dst);
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};
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NS_CC_MATH_END
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/**
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end of base group
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@}
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*/
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#include "math/Quaternion.inl"
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#endif
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