/**************************************************************************/ /* quat.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #ifndef QUAT_H #define QUAT_H #include "core/math/math_defs.h" #include "core/math/math_funcs.h" #include "core/math/vector3.h" #include "core/ustring.h" class _NO_DISCARD_CLASS_ Quat { public: real_t x, y, z, w; _FORCE_INLINE_ real_t length_squared() const; bool is_equal_approx(const Quat &p_quat) const; real_t length() const; void normalize(); Quat normalized() const; 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; void set_euler_yxz(const Vector3 &p_euler); Vector3 get_euler_yxz() const; void set_euler(const Vector3 &p_euler) { set_euler_yxz(p_euler); } Vector3 get_euler() const { return get_euler_yxz(); } Quat slerp(const Quat &p_to, real_t p_weight) const; Quat slerpni(const Quat &p_to, real_t p_weight) const; Quat cubic_slerp(const Quat &p_b, const Quat &p_pre_a, const Quat &p_post_b, real_t p_weight) const; void set_axis_angle(const Vector3 &p_axis, real_t p_angle); _FORCE_INLINE_ void get_axis_angle(Vector3 &r_axis, real_t &r_angle) const { r_angle = 2 * Math::acos(w); real_t r = ((real_t)1) / Math::sqrt(1 - w * w); r_axis.x = x * r; r_axis.y = y * r; r_axis.z = z * r; } void operator*=(const Quat &p_q); Quat operator*(const Quat &p_q) const; Quat operator*(const Vector3 &p_v) const { return Quat(w * p_v.x + y * p_v.z - z * p_v.y, w * p_v.y + z * p_v.x - x * p_v.z, w * p_v.z + x * p_v.y - y * p_v.x, -x * p_v.x - y * p_v.y - z * p_v.z); } _FORCE_INLINE_ Vector3 xform(const Vector3 &p_v) const { #ifdef MATH_CHECKS ERR_FAIL_COND_V_MSG(!is_normalized(), p_v, "The quaternion must be normalized."); #endif Vector3 u(x, y, z); Vector3 uv = u.cross(p_v); return p_v + ((uv * w) + u.cross(uv)) * ((real_t)2); } _FORCE_INLINE_ void operator+=(const Quat &p_q); _FORCE_INLINE_ void operator-=(const Quat &p_q); _FORCE_INLINE_ void operator*=(real_t p_s); _FORCE_INLINE_ void operator/=(real_t p_s); _FORCE_INLINE_ Quat operator+(const Quat &p_q2) const; _FORCE_INLINE_ Quat operator-(const Quat &p_q2) const; _FORCE_INLINE_ Quat operator-() const; _FORCE_INLINE_ Quat operator*(real_t p_s) const; _FORCE_INLINE_ Quat operator/(real_t p_s) const; _FORCE_INLINE_ bool operator==(const Quat &p_quat) const; _FORCE_INLINE_ bool operator!=(const Quat &p_quat) const; operator String() const; inline void set(real_t p_x, real_t p_y, real_t p_z, real_t p_w) { x = p_x; y = p_y; z = p_z; w = p_w; } inline Quat(real_t p_x, real_t p_y, real_t p_z, real_t p_w) : x(p_x), y(p_y), z(p_z), w(p_w) { } Quat(const Vector3 &p_axis, real_t p_angle) { set_axis_angle(p_axis, p_angle); } Quat(const Vector3 &p_euler) { set_euler(p_euler); } Quat(const Quat &p_q) : x(p_q.x), y(p_q.y), z(p_q.z), w(p_q.w) { } Quat &operator=(const Quat &p_q) { x = p_q.x; y = p_q.y; z = p_q.z; w = p_q.w; return *this; } Quat(const Vector3 &p_v0, const Vector3 &p_v1) // shortest arc { Vector3 c = p_v0.cross(p_v1); real_t d = p_v0.dot(p_v1); if (d < -1 + (real_t)CMP_EPSILON) { x = 0; y = 1; z = 0; w = 0; } else { real_t s = Math::sqrt((1 + d) * 2); real_t rs = 1 / s; x = c.x * rs; y = c.y * rs; z = c.z * rs; w = s * 0.5f; } } inline Quat() : x(0), y(0), z(0), w(1) { } }; real_t Quat::dot(const Quat &p_q) const { return x * p_q.x + y * p_q.y + z * p_q.z + w * p_q.w; } real_t Quat::length_squared() const { return dot(*this); } void Quat::operator+=(const Quat &p_q) { x += p_q.x; y += p_q.y; z += p_q.z; w += p_q.w; } void Quat::operator-=(const Quat &p_q) { x -= p_q.x; y -= p_q.y; z -= p_q.z; w -= p_q.w; } void Quat::operator*=(real_t p_s) { x *= p_s; y *= p_s; z *= p_s; w *= p_s; } void Quat::operator/=(real_t p_s) { *this *= 1 / p_s; } Quat Quat::operator+(const Quat &p_q2) const { const Quat &q1 = *this; return Quat(q1.x + p_q2.x, q1.y + p_q2.y, q1.z + p_q2.z, q1.w + p_q2.w); } Quat Quat::operator-(const Quat &p_q2) const { const Quat &q1 = *this; return Quat(q1.x - p_q2.x, q1.y - p_q2.y, q1.z - p_q2.z, q1.w - p_q2.w); } Quat Quat::operator-() const { const Quat &q2 = *this; return Quat(-q2.x, -q2.y, -q2.z, -q2.w); } Quat Quat::operator*(real_t p_s) const { return Quat(x * p_s, y * p_s, z * p_s, w * p_s); } Quat Quat::operator/(real_t p_s) const { return *this * (1 / p_s); } bool Quat::operator==(const Quat &p_quat) const { return x == p_quat.x && y == p_quat.y && z == p_quat.z && w == p_quat.w; } bool Quat::operator!=(const Quat &p_quat) const { return x != p_quat.x || y != p_quat.y || z != p_quat.z || w != p_quat.w; } #endif // QUAT_H