godot/core/math/quaternion.cpp

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/*  quaternion.cpp                                                        */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "quaternion.h"

#include "core/math/basis.h"
#include "core/string/ustring.h"

real_t Quaternion::angle_to(const Quaternion &p_to) const {}

Vector3 Quaternion::get_euler(EulerOrder p_order) const {}

void Quaternion::operator*=(const Quaternion &p_q) {}

Quaternion Quaternion::operator*(const Quaternion &p_q) const {}

bool Quaternion::is_equal_approx(const Quaternion &p_quaternion) const {}

bool Quaternion::is_finite() const {}

real_t Quaternion::length() const {}

void Quaternion::normalize() {}

Quaternion Quaternion::normalized() const {}

bool Quaternion::is_normalized() const {}

Quaternion Quaternion::inverse() const {}

Quaternion Quaternion::log() const {}

Quaternion Quaternion::exp() const {}

Quaternion Quaternion::slerp(const Quaternion &p_to, real_t p_weight) const {}

Quaternion Quaternion::slerpni(const Quaternion &p_to, real_t p_weight) const {}

Quaternion Quaternion::spherical_cubic_interpolate(const Quaternion &p_b, const Quaternion &p_pre_a, const Quaternion &p_post_b, real_t p_weight) const {}

Quaternion Quaternion::spherical_cubic_interpolate_in_time(const Quaternion &p_b, const Quaternion &p_pre_a, const Quaternion &p_post_b, real_t p_weight,
		real_t p_b_t, real_t p_pre_a_t, real_t p_post_b_t) const {}

operator String()

Vector3 Quaternion::get_axis() const {}

real_t Quaternion::get_angle() const {}

Quaternion::Quaternion(const Vector3 &p_axis, real_t p_angle) {}

// Euler constructor expects a vector containing the Euler angles in the format
// (ax, ay, az), where ax is the angle of rotation around x axis,
// and similar for other axes.
// This implementation uses YXZ convention (Z is the first rotation).
Quaternion Quaternion::from_euler(const Vector3 &p_euler) {}