Improve math module (#396)
* Improve math module - Mark almost everything constexpr - Equality (a == b) is now exact, down to the bit level. If you want approximate equality use the new ApproxEqual method/static method - Rename Nz::Extend to Nz::Extent - Removed Make[] and Set[] methods in favor of their static counterpart and operator=
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@@ -20,75 +20,70 @@ namespace Nz
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template<typename T> class Quaternion
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{
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public:
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Quaternion() = default;
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Quaternion(T W, T X, T Y, T Z);
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constexpr Quaternion() = default;
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constexpr Quaternion(T W, T X, T Y, T Z);
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template<AngleUnit Unit> Quaternion(const Angle<Unit, T>& angle);
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Quaternion(const EulerAngles<T>& angles);
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Quaternion(RadianAngle<T> angle, const Vector3<T>& axis);
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Quaternion(const T quat[4]);
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//Quaternion(const Matrix3<T>& mat);
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template<typename U> explicit Quaternion(const Quaternion<U>& quat);
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Quaternion(const Quaternion& quat) = default;
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constexpr Quaternion(RadianAngle<T> angle, const Vector3<T>& axis);
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constexpr Quaternion(const T quat[4]);
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template<typename U> constexpr explicit Quaternion(const Quaternion<U>& quat);
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constexpr Quaternion(const Quaternion&) = default;
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constexpr Quaternion(Quaternion&&) = default;
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~Quaternion() = default;
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constexpr bool ApproxEqual(const Quaternion& quat, T maxDifference = std::numeric_limits<T>::epsilon()) const;
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Quaternion& ComputeW();
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Quaternion& Conjugate();
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constexpr Quaternion& Conjugate();
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T DotProduct(const Quaternion& vec) const;
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constexpr T DotProduct(const Quaternion& vec) const;
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Quaternion GetConjugate() const;
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constexpr Quaternion GetConjugate() const;
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Quaternion GetInverse() const;
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Quaternion GetNormal(T* length = nullptr) const;
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Quaternion& Inverse();
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Quaternion& MakeIdentity();
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Quaternion& MakeRotationBetween(const Vector3<T>& from, const Vector3<T>& to);
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Quaternion& MakeZero();
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T Magnitude() const;
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Quaternion& Normalize(T* length = nullptr);
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Quaternion& Set(T W, T X, T Y, T Z);
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template<AngleUnit Unit> Quaternion& Set(const Angle<Unit, T>& angle);
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Quaternion& Set(const EulerAngles<T>& angles);
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Quaternion& Set(RadianAngle<T> angle, const Vector3<T>& normalizedAxis);
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Quaternion& Set(const T quat[4]);
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//Quaternion& Set(const Matrix3<T>& mat);
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template<typename U> Quaternion& Set(const Quaternion<U>& quat);
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T SquaredMagnitude() const;
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constexpr T SquaredMagnitude() const;
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RadianAngle<T> To2DAngle() const;
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EulerAngles<T> ToEulerAngles() const;
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//Matrix3<T> ToRotationMatrix() const;
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std::string ToString() const;
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Quaternion& operator=(const Quaternion& quat) = default;
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constexpr Quaternion& operator=(const Quaternion& quat) = default;
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constexpr Quaternion& operator=(Quaternion&&) = default;
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Quaternion operator+(const Quaternion& quat) const;
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Quaternion operator*(const Quaternion& quat) const;
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Vector3<T> operator*(const Vector3<T>& vec) const;
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Quaternion operator*(T scale) const;
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Quaternion operator/(const Quaternion& quat) const;
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constexpr Quaternion operator+(const Quaternion& quat) const;
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constexpr Quaternion operator*(const Quaternion& quat) const;
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constexpr Vector3<T> operator*(const Vector3<T>& vec) const;
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constexpr Quaternion operator*(T scale) const;
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constexpr Quaternion operator/(const Quaternion& quat) const;
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Quaternion& operator+=(const Quaternion& quat);
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Quaternion& operator*=(const Quaternion& quat);
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Quaternion& operator*=(T scale);
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Quaternion& operator/=(const Quaternion& quat);
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constexpr Quaternion& operator+=(const Quaternion& quat);
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constexpr Quaternion& operator*=(const Quaternion& quat);
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constexpr Quaternion& operator*=(T scale);
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constexpr Quaternion& operator/=(const Quaternion& quat);
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bool operator==(const Quaternion& quat) const;
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bool operator!=(const Quaternion& quat) const;
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constexpr bool operator==(const Quaternion& quat) const;
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constexpr bool operator!=(const Quaternion& quat) const;
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constexpr bool operator<(const Quaternion& quat) const;
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constexpr bool operator<=(const Quaternion& quat) const;
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constexpr bool operator>(const Quaternion& quat) const;
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constexpr bool operator>=(const Quaternion& quat) const;
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static Quaternion Identity();
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static Quaternion Lerp(const Quaternion& from, const Quaternion& to, T interpolation);
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static constexpr bool ApproxEqual(const Quaternion& lhs, const Quaternion& rhs, T maxDifference = std::numeric_limits<T>::epsilon());
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static constexpr Quaternion Identity();
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static constexpr Quaternion Lerp(const Quaternion& from, const Quaternion& to, T interpolation);
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static Quaternion LookAt(const Vector3<T>& forward, const Vector3<T>& up);
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static Quaternion Normalize(const Quaternion& quat, T* length = nullptr);
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static Quaternion RotationBetween(const Vector3<T>& from, const Vector3<T>& to);
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static Quaternion Mirror(Quaternion quat, const Vector3<T>& axis);
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static Quaternion Slerp(const Quaternion& from, const Quaternion& to, T interpolation);
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static Quaternion Zero();
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static constexpr Quaternion Zero();
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T w, x, y, z;
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};
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