[3.x] Add Quat angle_to method

This commit is contained in:
Aaron Franke 2020-12-07 18:42:28 -05:00
parent 460c53740f
commit 85a0345d57
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5 changed files with 35 additions and 0 deletions

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@ -33,6 +33,11 @@
#include "core/math/basis.h"
#include "core/print_string.h"
real_t Quat::angle_to(const Quat &p_to) const {
real_t d = dot(p_to);
return Math::acos(CLAMP(d * d * 2 - 1, -1, 1));
}
// set_euler_xyz 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.

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@ -48,6 +48,7 @@ public:
bool is_normalized() const;
Quat inverse() const;
_FORCE_INLINE_ real_t dot(const Quat &p_q) const;
real_t angle_to(const Quat &p_to) const;
void set_euler_xyz(const Vector3 &p_euler);
Vector3 get_euler_xyz() const;

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@ -497,6 +497,7 @@ struct _VariantCall {
VCALL_LOCALMEM0R(Quat, is_normalized);
VCALL_LOCALMEM1R(Quat, is_equal_approx);
VCALL_LOCALMEM0R(Quat, inverse);
VCALL_LOCALMEM1R(Quat, angle_to);
VCALL_LOCALMEM1R(Quat, dot);
VCALL_LOCALMEM1R(Quat, xform);
VCALL_LOCALMEM2R(Quat, slerp);
@ -1816,6 +1817,7 @@ void register_variant_methods() {
ADDFUNC0R(QUAT, BOOL, Quat, is_normalized, varray());
ADDFUNC1R(QUAT, BOOL, Quat, is_equal_approx, QUAT, "quat", varray());
ADDFUNC0R(QUAT, QUAT, Quat, inverse, varray());
ADDFUNC1R(QUAT, REAL, Quat, angle_to, QUAT, "to", varray());
ADDFUNC1R(QUAT, REAL, Quat, dot, QUAT, "b", varray());
ADDFUNC1R(QUAT, VECTOR3, Quat, xform, VECTOR3, "v", varray());
ADDFUNC2R(QUAT, QUAT, Quat, slerp, QUAT, "to", REAL, "weight", varray());

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@ -57,6 +57,16 @@
Constructs a quaternion defined by the given values.
</description>
</method>
<method name="angle_to">
<return type="float">
</return>
<argument index="0" name="to" type="Quat">
</argument>
<description>
Returns the angle between this quaternion and [code]to[/code]. This is the magnitude of the angle you would need to rotate by to get from one to the other.
[b]Note:[/b] This method has an abnormally high amount of floating-point error, so methods such as [method @GDScript.is_zero_approx] will not work reliably.
</description>
</method>
<method name="cubic_slerp">
<return type="Quat">
</return>

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@ -113,6 +113,23 @@ namespace Godot
get { return Dot(this); }
}
/// <summary>
/// Returns the angle between this quaternion and `to`.
/// This is the magnitude of the angle you would need to rotate
/// by to get from one to the other.
///
/// Note: This method has an abnormally high amount
/// of floating-point error, so methods such as
/// <see cref="Mathf.IsZeroApprox"/> will not work reliably.
/// </summary>
/// <param name="to">The other quaternion.</param>
/// <returns>The angle between the quaternions.</returns>
public real_t AngleTo(Quat to)
{
real_t dot = Dot(to);
return Mathf.Acos(Mathf.Clamp(dot * dot * 2 - 1, -1, 1));
}
/// <summary>
/// Performs a cubic spherical interpolation between quaternions `preA`,
/// this vector, `b`, and `postB`, by the given amount `t`.