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A UE4 Static library for common quaternion operations
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#pragma once | |
#include "CoreMinimal.h" | |
/** | |
* Library of commonly used custom functions | |
*/ | |
class QuatStaticLibrary | |
{ | |
public: | |
// Finds the difference between two quats | |
static FORCEINLINE FQuat FindDeltaQuat(const FQuat& OldQuat, const FQuat& NewQuat) | |
{ | |
return NewQuat * OldQuat.Inverse(); | |
} | |
// Converts Quat from Local Rotation to World rotation (applies delta rotation in local space) | |
static FORCEINLINE FQuat QuatLocalToWorld(const FQuat& LocalQuat, const FQuat& ComponentQuat) | |
{ | |
return ComponentQuat * LocalQuat; | |
} | |
// Converts Quat from World Rotation to Local rotation | |
static FORCEINLINE FQuat QuatWorldToLocal(const FQuat& WorldQuat, const FQuat& ComponentQuat) | |
{ | |
return ComponentQuat.Inverse() * WorldQuat; | |
} | |
static FORCEINLINE FQuat ApplyDeltaQuatInWorldSpace(const FQuat& DeltaQuat, const FQuat& ComponentQuat) | |
{ | |
return DeltaQuat * ComponentQuat; | |
} | |
static FORCEINLINE FQuat ApplyDeltaQuatInLocalSpace(const FQuat& DeltaQuat, const FQuat& ComponentQuat) | |
{ | |
return QuatLocalToWorld(DeltaQuat, ComponentQuat); | |
} | |
static FORCEINLINE FRotator RotatorLocalToWorld(const FRotator& LocalRot, const FQuat& ComponentQuat) | |
{ | |
return QuatStaticLibrary::QuatLocalToWorld(LocalRot.Quaternion(), ComponentQuat).Rotator(); | |
} | |
static FORCEINLINE FRotator RotatorWorldToLocal(const FRotator& WorldRot, const FQuat& ComponentQuat) | |
{ | |
return QuatStaticLibrary::QuatWorldToLocal(WorldRot.Quaternion(), ComponentQuat).Rotator(); | |
} | |
} |
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