forked from bartvdbraak/blender
781dd5edb5
All these files were removed since accidental commit, revert and merge in 2.8. ea31f0ac3b877e + 0a4e170c28cec + 11f9a23a286c17f + 7b27b10fa6a6
325 lines
6.1 KiB
C++
325 lines
6.1 KiB
C++
/*******************************************************************************
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* Copyright 2009-2016 Jörg Müller
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*
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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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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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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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******************************************************************************/
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#pragma once
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/**
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* @file Math3D.h
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* @ingroup util
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* Defines the Vector3 and Quaternion classes.
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*/
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#include "Audaspace.h"
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#include <cmath>
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#include <cstring>
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AUD_NAMESPACE_BEGIN
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/**
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* This class represents a 3 dimensional vector.
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*/
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class AUD_API Vector3
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{
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private:
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/**
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* The vector components.
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*/
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union
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{
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float m_v[3];
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struct
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{
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float m_x;
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float m_y;
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float m_z;
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};
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};
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public:
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/**
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* Creates a new 3 dimensional vector.
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* \param x The x component.
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* \param y The y component.
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* \param z The z component.
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*/
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inline Vector3(float x = 0, float y = 0, float z = 0) :
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m_x(x), m_y(y), m_z(z)
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{
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}
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/**
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* Retrieves the x component of the vector.
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* \return The x component.
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*/
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inline const float& x() const
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{
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return m_x;
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}
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/**
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* Retrieves the y component of the vector.
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* \return The y component.
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*/
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inline const float& y() const
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{
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return m_y;
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}
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/**
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* Retrieves the z component of the vector.
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* \return The z component.
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*/
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inline const float& z() const
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{
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return m_z;
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}
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/**
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* Retrieves the components of the vector.
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* \param destination Where the 3 float values should be saved to.
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*/
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inline void get(float* destination) const
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{
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std::memcpy(destination, m_v, sizeof(m_v));
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}
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/**
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* Retrieves the components of the vector.
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* \return The components as float[3].
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*/
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inline float* get()
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{
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return m_v;
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}
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/**
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* Retrieves the components of the vector.
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* \return The components as float[3].
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*/
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inline const float* get() const
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{
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return m_v;
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}
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/**
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* Retrieves the length of the vector.
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* \return The length of the vector.
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*/
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inline float length() const
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{
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return std::sqrt(m_x*m_x + m_y*m_y + m_z*m_z);
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}
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/**
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* Retrieves the cross product.
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* \param op The second operand.
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* \return The cross product of the two vectors.
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*/
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inline Vector3 cross(const Vector3& op) const
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{
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return Vector3(m_y * op.m_z - m_z * op.m_y,
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m_z * op.m_x - m_x * op.m_z,
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m_x * op.m_y - m_y * op.m_x);
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}
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/**
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* Retrieves the dot product.
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* \param op The second operand.
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* \return The dot product of the two vectors.
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*/
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inline float operator*(const Vector3& op) const
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{
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return m_x * op.m_x + m_y * op.m_y + m_z * op.m_z;
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}
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/**
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* Retrieves the product with a scalar.
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* \param op The second operand.
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* \return The scaled vector.
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*/
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inline Vector3 operator*(const float& op) const
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{
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return Vector3(m_x * op, m_y * op, m_z * op);
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}
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/**
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* Adds two vectors.
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* \param op The second operand.
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* \return The sum vector.
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*/
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inline Vector3 operator+(const Vector3& op) const
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{
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return Vector3(m_x + op.m_x, m_y + op.m_y, m_z + op.m_z);
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}
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/**
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* Subtracts two vectors.
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* \param op The second operand.
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* \return The difference vector.
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*/
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inline Vector3 operator-(const Vector3& op) const
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{
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return Vector3(m_x - op.m_x, m_y - op.m_y, m_z - op.m_z);
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}
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/**
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* Negates the vector.
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* \return The vector facing in the opposite direction.
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*/
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inline Vector3 operator-() const
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{
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return Vector3(-m_x, -m_y, -m_z);
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}
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/**
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* Subtracts the second vector.
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* \param op The second operand.
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* \return The difference vector.
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*/
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inline Vector3& operator-=(const Vector3& op)
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{
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m_x -= op.m_x;
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m_y -= op.m_y;
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m_z -= op.m_z;
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return *this;
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}
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};
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/**
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* This class represents a quaternion used for 3D rotations.
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*/
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class AUD_API Quaternion
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{
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private:
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/**
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* The quaternion components.
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*/
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union
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{
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float m_v[4];
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struct
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{
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float m_w;
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float m_x;
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float m_y;
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float m_z;
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};
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};
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public:
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/**
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* Creates a new quaternion.
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* \param w The w component.
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* \param x The x component.
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* \param y The y component.
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* \param z The z component.
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*/
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inline Quaternion(float w = 1, float x = 0, float y = 0, float z = 0) :
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m_w(w), m_x(x), m_y(y), m_z(z)
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{
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}
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/**
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* Retrieves the w component of the quarternion.
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* \return The w component.
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*/
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inline const float& w() const
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{
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return m_w;
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}
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/**
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* Retrieves the x component of the quarternion.
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* \return The x component.
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*/
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inline const float& x() const
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{
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return m_x;
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}
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/**
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* Retrieves the y component of the quarternion.
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* \return The y component.
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*/
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inline const float& y() const
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{
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return m_y;
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}
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/**
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* Retrieves the z component of the quarternion.
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* \return The z component.
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*/
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inline const float& z() const
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{
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return m_z;
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}
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/**
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* Retrieves the components of the vector.
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* \param destination Where the 4 float values should be saved to.
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*/
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inline void get(float* destination) const
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{
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std::memcpy(destination, m_v, sizeof(m_v));
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}
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/**
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* Retrieves the components of the vector.
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* \return The components as float[4].
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*/
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inline float* get()
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{
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return m_v;
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}
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/**
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* Retrieves the components of the vector.
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* \return The components as float[4].
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*/
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inline const float* get() const
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{
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return m_v;
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}
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/**
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* When the quaternion represents an orientation, this returns the negative
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* z axis vector.
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* \return The negative z axis vector.
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*/
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inline Vector3 getLookAt() const
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{
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return Vector3(-2 * (m_w * m_y + m_x * m_z),
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2 * (m_x * m_w - m_z * m_y),
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2 * (m_x * m_x + m_y * m_y) - 1);
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}
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/**
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* When the quaternion represents an orientation, this returns the y axis
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* vector.
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* \return The y axis vector.
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*/
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inline Vector3 getUp() const
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{
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return Vector3(2 * (m_x * m_y - m_w * m_z),
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1 - 2 * (m_x * m_x + m_z * m_z),
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2 * (m_w * m_x + m_y * m_z));
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}
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};
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AUD_NAMESPACE_END
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