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-- For luaJit compatibility.
if table.unpack == nil then
table.unpack = unpack
end
local Vector3 = require( "vector3" )
local Matrix = require( "matrix" )
local Quaternion = {}
Quaternion.meta = {
__index = Quaternion,
__tostring = function( q )
return "{"..tostring( q.x )..", "..tostring( q.y )..", "..tostring( q.z )..", "..tostring( q.w ).."}"
end,
__add = function( q1, q2 )
return Quaternion:new( RL.QuaternionAdd( q1, q2 ) )
end,
__sub = function( q1, q2 )
return Quaternion:new( RL.QuaternionSubtract( q1, q2 ) )
end,
__mul = function( q1, q2 )
return Quaternion:new( RL.QuaternionMultiply( q1, q2 ) )
end,
__div = function( q1, q2 )
return Quaternion:new( RL.QuaternionDivide( q1, q2 ) )
end,
__unm = function( q )
return Quaternion:new( RL.QuaternionInvert( q ) )
end,
__len = function()
return 4
end,
__eq = function( q1, q2 )
return RL.QuaternionEquals( q1, q2 ) == 1
end,
__concat = function( a, b )
return tostring( a )..tostring( b )
end,
}
function Quaternion:new( x, y, z, w )
if type( x ) == "table" then
x, y, z, w = table.unpack( x )
elseif type( x ) == "nil" then
x, y, z, w = 0, 0, 0, 1 -- QuaternionIdentity.
end
local object = setmetatable( {}, Quaternion.meta )
object.x = x
object.y = y
object.z = z
object.w = w
return object
end
function Quaternion:set( x, y, z, w )
if type( x ) == "table" then
x, y, z, w = table.unpack( x )
elseif type( x ) == "nil" then
x, y, z, w = 0, 0, 0, 1 -- QuaternionIdentity.
end
self.x = x
self.y = y
self.z = z
self.w = w
end
function Quaternion:arr()
return { self.x, self.y, self.z, self.w }
end
function Quaternion:unpack()
return self.x, self.y, self.z, self.w
end
function Quaternion:clone()
return Quaternion:new( self.x, self.y, self.z, self.w )
end
function Quaternion:addValue( value )
return Quaternion:new( RL.QuaternionAddValue( self, value ) )
end
function Quaternion:subValue( value )
return Quaternion:new( RL.QuaternionSubtractValue( self, value ) )
end
function Quaternion:identity()
return Quaternion:new( RL.QuaternionIdentity() )
end
function Quaternion:length()
return RL.QuaternionLength( self )
end
function Quaternion:normalize()
return Quaternion:new( RL.QuaternionNormalize( self ) )
end
function Quaternion:invert()
return Quaternion:new( RL.QuaternionInvert( self ) )
end
function Quaternion:scale( scalar )
return Quaternion:new( RL.QuaternionScale( self, scalar ) )
end
function Quaternion:lerp( q2, value )
return Quaternion:new( RL.QuaternionLerp( self, q2, value ) )
end
function Quaternion:nLerp( q2, value )
return Quaternion:new( RL.QuaternionNLerp( self, q2, value ) )
end
function Quaternion:sLerp( q2, value )
return Quaternion:new( RL.QuaternionSLerp( self, q2, value ) )
end
function Quaternion:fromVector3ToVector3( from, to )
return Vector3:new( RL.QuaternionFromVector3ToVector3( from, to ) )
end
function Quaternion:fromMatrix( mat )
return Quaternion:new( RL.QuaternionFromMatrix( mat ) )
end
function Quaternion:toMatrix()
return Matrix:new( RL.QuaternionToMatrix( self ) )
end
function Quaternion:fromAxisAngle( axis, angle )
return Quaternion:new( RL.QuaternionFromAxisAngle( axis, angle ) )
end
function Quaternion:toAxisAngle()
local axis, angle = Quaternion:new( RL.QuaternionToAxisAngle( self ) )
return Vector3:new( axis ), angle
end
function Quaternion:fromEuler( pitch, yaw, roll )
return Quaternion:new( RL.QuaternionFromEuler( pitch, yaw, roll ) )
end
function Quaternion:toEuler()
return Vector3:new( RL.QuaternionToEuler( self ) )
end
function Quaternion:transform( mat )
return Quaternion:new( RL.QuaternionTransform( self, mat ) )
end
return Quaternion
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