Added Conversions To and From WXYZ Quaternion Representations #295
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@ -443,4 +443,16 @@ namespace SHADE
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return result;
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}
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SHQuaternion SHQuaternion::FromWXYZ(float w, float x, float y, float z) noexcept
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{
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return SHQuaternion{ x, y, z, w };
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}
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void SHQuaternion::ToWXYZ(const SHQuaternion& from, float& w, float& x, float& y, float& z) noexcept
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{
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x = from.x;
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y = from.y;
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z = from.z;
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w = from.w;
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}
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} // namespace SHADE
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@ -128,6 +128,9 @@ namespace SHADE
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[[nodiscard]] static SHQuaternion FromToRotation (const SHVec3& from, const SHVec3& to) noexcept;
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[[nodiscard]] static SHQuaternion LookRotation (const SHVec3& forward, const SHVec3& up) noexcept;
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[[nodiscard]] static SHQuaternion RotateTowards (const SHQuaternion& from, const SHQuaternion& to, float maxAngleInRad) noexcept;
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[[nodiscard]] static SHQuaternion FromWXYZ (float w, float x, float y, float z) noexcept;
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static void ToWXYZ (const SHQuaternion& from, float& w, float& x, float& y, float& z) noexcept;
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};
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SHQuaternion operator*(float lhs, const SHQuaternion& rhs) noexcept;
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