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										 |  |  | /*************************************************************************/ | 
					
						
							|  |  |  | /*  quat.cpp                                                             */ | 
					
						
							|  |  |  | /*************************************************************************/ | 
					
						
							|  |  |  | /*                       This file is part of:                           */ | 
					
						
							|  |  |  | /*                           GODOT ENGINE                                */ | 
					
						
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										 |  |  | /*                      https://godotengine.org                          */ | 
					
						
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										 |  |  | /*************************************************************************/ | 
					
						
							| 
									
										
										
										
											2021-01-01 20:13:46 +01:00
										 |  |  | /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */ | 
					
						
							|  |  |  | /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */ | 
					
						
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										 |  |  | /*                                                                       */ | 
					
						
							|  |  |  | /* 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.                */ | 
					
						
							|  |  |  | /*************************************************************************/ | 
					
						
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										 |  |  | 
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										 |  |  | #include "quat.h"
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										 |  |  | 
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										 |  |  | #include "core/math/basis.h"
 | 
					
						
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										 |  |  | #include "core/string/print_string.h"
 | 
					
						
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										 |  |  | 
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										 |  |  | // get_euler_xyz returns 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 XYZ convention (Z is the first rotation).
 | 
					
						
							|  |  |  | Vector3 Quat::get_euler_xyz() const { | 
					
						
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										 |  |  | 	Basis m(*this); | 
					
						
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										 |  |  | 	return m.get_euler_xyz(); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | // get_euler_yxz returns 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).
 | 
					
						
							|  |  |  | Vector3 Quat::get_euler_yxz() const { | 
					
						
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										 |  |  | #ifdef MATH_CHECKS
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										 |  |  | 	ERR_FAIL_COND_V_MSG(!is_normalized(), Vector3(0, 0, 0), "The quaternion must be normalized."); | 
					
						
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										 |  |  | #endif
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										 |  |  | 	Basis m(*this); | 
					
						
							|  |  |  | 	return m.get_euler_yxz(); | 
					
						
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										 |  |  | } | 
					
						
							|  |  |  | 
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										 |  |  | void Quat::operator*=(const Quat &p_q) { | 
					
						
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										 |  |  | 	real_t xx = w * p_q.x + x * p_q.w + y * p_q.z - z * p_q.y; | 
					
						
							|  |  |  | 	real_t yy = w * p_q.y + y * p_q.w + z * p_q.x - x * p_q.z; | 
					
						
							|  |  |  | 	real_t zz = w * p_q.z + z * p_q.w + x * p_q.y - y * p_q.x; | 
					
						
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										 |  |  | 	w = w * p_q.w - x * p_q.x - y * p_q.y - z * p_q.z; | 
					
						
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										 |  |  | 	x = xx; | 
					
						
							|  |  |  | 	y = yy; | 
					
						
							|  |  |  | 	z = zz; | 
					
						
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										 |  |  | } | 
					
						
							|  |  |  | 
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										 |  |  | Quat Quat::operator*(const Quat &p_q) const { | 
					
						
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										 |  |  | 	Quat r = *this; | 
					
						
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										 |  |  | 	r *= p_q; | 
					
						
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										 |  |  | 	return r; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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										 |  |  | bool Quat::is_equal_approx(const Quat &p_quat) const { | 
					
						
							|  |  |  | 	return Math::is_equal_approx(x, p_quat.x) && Math::is_equal_approx(y, p_quat.y) && Math::is_equal_approx(z, p_quat.z) && Math::is_equal_approx(w, p_quat.w); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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										 |  |  | real_t Quat::length() const { | 
					
						
							|  |  |  | 	return Math::sqrt(length_squared()); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | void Quat::normalize() { | 
					
						
							|  |  |  | 	*this /= length(); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | Quat Quat::normalized() const { | 
					
						
							|  |  |  | 	return *this / length(); | 
					
						
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										 |  |  | } | 
					
						
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										 |  |  | 
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										 |  |  | bool Quat::is_normalized() const { | 
					
						
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										 |  |  | 	return Math::is_equal_approx(length_squared(), 1.0, UNIT_EPSILON); //use less epsilon
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										 |  |  | } | 
					
						
							|  |  |  | 
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										 |  |  | Quat Quat::inverse() const { | 
					
						
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										 |  |  | #ifdef MATH_CHECKS
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										 |  |  | 	ERR_FAIL_COND_V_MSG(!is_normalized(), Quat(), "The quaternion must be normalized."); | 
					
						
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										 |  |  | #endif
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										 |  |  | 	return Quat(-x, -y, -z, w); | 
					
						
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										 |  |  | } | 
					
						
							|  |  |  | 
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										 |  |  | Quat Quat::slerp(const Quat &p_to, const real_t &p_weight) const { | 
					
						
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										 |  |  | #ifdef MATH_CHECKS
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										 |  |  | 	ERR_FAIL_COND_V_MSG(!is_normalized(), Quat(), "The start quaternion must be normalized."); | 
					
						
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										 |  |  | 	ERR_FAIL_COND_V_MSG(!p_to.is_normalized(), Quat(), "The end quaternion must be normalized."); | 
					
						
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										 |  |  | #endif
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										 |  |  | 	Quat to1; | 
					
						
							|  |  |  | 	real_t omega, cosom, sinom, scale0, scale1; | 
					
						
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										 |  |  | 
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							|  |  |  | 	// calc cosine
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										 |  |  | 	cosom = dot(p_to); | 
					
						
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										 |  |  | 
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							|  |  |  | 	// adjust signs (if necessary)
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										 |  |  | 	if (cosom < 0.0) { | 
					
						
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										 |  |  | 		cosom = -cosom; | 
					
						
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										 |  |  | 		to1.x = -p_to.x; | 
					
						
							|  |  |  | 		to1.y = -p_to.y; | 
					
						
							|  |  |  | 		to1.z = -p_to.z; | 
					
						
							|  |  |  | 		to1.w = -p_to.w; | 
					
						
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										 |  |  | 	} else { | 
					
						
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										 |  |  | 		to1.x = p_to.x; | 
					
						
							|  |  |  | 		to1.y = p_to.y; | 
					
						
							|  |  |  | 		to1.z = p_to.z; | 
					
						
							|  |  |  | 		to1.w = p_to.w; | 
					
						
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										 |  |  | 	} | 
					
						
							|  |  |  | 
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							|  |  |  | 	// calculate coefficients
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							|  |  |  | 
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										 |  |  | 	if ((1.0 - cosom) > CMP_EPSILON) { | 
					
						
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										 |  |  | 		// standard case (slerp)
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							|  |  |  | 		omega = Math::acos(cosom); | 
					
						
							|  |  |  | 		sinom = Math::sin(omega); | 
					
						
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										 |  |  | 		scale0 = Math::sin((1.0 - p_weight) * omega) / sinom; | 
					
						
							|  |  |  | 		scale1 = Math::sin(p_weight * omega) / sinom; | 
					
						
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										 |  |  | 	} else { | 
					
						
							|  |  |  | 		// "from" and "to" quaternions are very close
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							|  |  |  | 		//  ... so we can do a linear interpolation
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										 |  |  | 		scale0 = 1.0 - p_weight; | 
					
						
							|  |  |  | 		scale1 = p_weight; | 
					
						
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										 |  |  | 	} | 
					
						
							|  |  |  | 	// calculate final values
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							|  |  |  | 	return Quat( | 
					
						
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										 |  |  | 			scale0 * x + scale1 * to1.x, | 
					
						
							|  |  |  | 			scale0 * y + scale1 * to1.y, | 
					
						
							|  |  |  | 			scale0 * z + scale1 * to1.z, | 
					
						
							|  |  |  | 			scale0 * w + scale1 * to1.w); | 
					
						
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										 |  |  | } | 
					
						
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										 |  |  | Quat Quat::slerpni(const Quat &p_to, const real_t &p_weight) const { | 
					
						
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										 |  |  | #ifdef MATH_CHECKS
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										 |  |  | 	ERR_FAIL_COND_V_MSG(!is_normalized(), Quat(), "The start quaternion must be normalized."); | 
					
						
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										 |  |  | 	ERR_FAIL_COND_V_MSG(!p_to.is_normalized(), Quat(), "The end quaternion must be normalized."); | 
					
						
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										 |  |  | #endif
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										 |  |  | 	const Quat &from = *this; | 
					
						
							|  |  |  | 
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										 |  |  | 	real_t dot = from.dot(p_to); | 
					
						
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										 |  |  | 
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										 |  |  | 	if (Math::absf(dot) > 0.9999) { | 
					
						
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										 |  |  | 		return from; | 
					
						
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										 |  |  | 	} | 
					
						
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										 |  |  | 
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										 |  |  | 	real_t theta = Math::acos(dot), | 
					
						
							|  |  |  | 		   sinT = 1.0 / Math::sin(theta), | 
					
						
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										 |  |  | 		   newFactor = Math::sin(p_weight * theta) * sinT, | 
					
						
							|  |  |  | 		   invFactor = Math::sin((1.0 - p_weight) * theta) * sinT; | 
					
						
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										 |  |  | 
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										 |  |  | 	return Quat(invFactor * from.x + newFactor * p_to.x, | 
					
						
							|  |  |  | 			invFactor * from.y + newFactor * p_to.y, | 
					
						
							|  |  |  | 			invFactor * from.z + newFactor * p_to.z, | 
					
						
							|  |  |  | 			invFactor * from.w + newFactor * p_to.w); | 
					
						
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										 |  |  | } | 
					
						
							|  |  |  | 
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										 |  |  | Quat Quat::cubic_slerp(const Quat &p_b, const Quat &p_pre_a, const Quat &p_post_b, const real_t &p_weight) const { | 
					
						
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										 |  |  | #ifdef MATH_CHECKS
 | 
					
						
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										 |  |  | 	ERR_FAIL_COND_V_MSG(!is_normalized(), Quat(), "The start quaternion must be normalized."); | 
					
						
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										 |  |  | 	ERR_FAIL_COND_V_MSG(!p_b.is_normalized(), Quat(), "The end quaternion must be normalized."); | 
					
						
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										 |  |  | #endif
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										 |  |  | 	//the only way to do slerp :|
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										 |  |  | 	real_t t2 = (1.0 - p_weight) * p_weight * 2; | 
					
						
							|  |  |  | 	Quat sp = this->slerp(p_b, p_weight); | 
					
						
							|  |  |  | 	Quat sq = p_pre_a.slerpni(p_post_b, p_weight); | 
					
						
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										 |  |  | 	return sp.slerpni(sq, t2); | 
					
						
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										 |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | Quat::operator String() const { | 
					
						
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										 |  |  | 	return String::num(x) + ", " + String::num(y) + ", " + String::num(z) + ", " + String::num(w); | 
					
						
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										 |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
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										 |  |  | Quat::Quat(const Vector3 &p_axis, real_t p_angle) { | 
					
						
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										 |  |  | #ifdef MATH_CHECKS
 | 
					
						
							| 
									
										
										
										
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										 |  |  | 	ERR_FAIL_COND_MSG(!p_axis.is_normalized(), "The axis Vector3 must be normalized."); | 
					
						
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										 |  |  | #endif
 | 
					
						
							| 
									
										
										
										
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										 |  |  | 	real_t d = p_axis.length(); | 
					
						
							| 
									
										
										
										
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										 |  |  | 	if (d == 0) { | 
					
						
							| 
									
										
										
										
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										 |  |  | 		x = 0; | 
					
						
							|  |  |  | 		y = 0; | 
					
						
							|  |  |  | 		z = 0; | 
					
						
							|  |  |  | 		w = 0; | 
					
						
							| 
									
										
										
										
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										 |  |  | 	} else { | 
					
						
							| 
									
										
										
										
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										 |  |  | 		real_t sin_angle = Math::sin(p_angle * 0.5); | 
					
						
							|  |  |  | 		real_t cos_angle = Math::cos(p_angle * 0.5); | 
					
						
							| 
									
										
										
										
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										 |  |  | 		real_t s = sin_angle / d; | 
					
						
							| 
									
										
										
										
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										 |  |  | 		x = p_axis.x * s; | 
					
						
							|  |  |  | 		y = p_axis.y * s; | 
					
						
							|  |  |  | 		z = p_axis.z * s; | 
					
						
							|  |  |  | 		w = cos_angle; | 
					
						
							| 
									
										
										
										
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										 |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
							| 
									
										
										
										
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										 |  |  | 
 | 
					
						
							|  |  |  | // 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).
 | 
					
						
							|  |  |  | Quat::Quat(const Vector3 &p_euler) { | 
					
						
							|  |  |  | 	real_t half_a1 = p_euler.y * 0.5; | 
					
						
							|  |  |  | 	real_t half_a2 = p_euler.x * 0.5; | 
					
						
							|  |  |  | 	real_t half_a3 = p_euler.z * 0.5; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	// R = Y(a1).X(a2).Z(a3) convention for Euler angles.
 | 
					
						
							|  |  |  | 	// Conversion to quaternion as listed in https://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/19770024290.pdf (page A-6)
 | 
					
						
							|  |  |  | 	// a3 is the angle of the first rotation, following the notation in this reference.
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	real_t cos_a1 = Math::cos(half_a1); | 
					
						
							|  |  |  | 	real_t sin_a1 = Math::sin(half_a1); | 
					
						
							|  |  |  | 	real_t cos_a2 = Math::cos(half_a2); | 
					
						
							|  |  |  | 	real_t sin_a2 = Math::sin(half_a2); | 
					
						
							|  |  |  | 	real_t cos_a3 = Math::cos(half_a3); | 
					
						
							|  |  |  | 	real_t sin_a3 = Math::sin(half_a3); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	x = sin_a1 * cos_a2 * sin_a3 + cos_a1 * sin_a2 * cos_a3; | 
					
						
							|  |  |  | 	y = sin_a1 * cos_a2 * cos_a3 - cos_a1 * sin_a2 * sin_a3; | 
					
						
							|  |  |  | 	z = -sin_a1 * sin_a2 * cos_a3 + cos_a1 * cos_a2 * sin_a3; | 
					
						
							|  |  |  | 	w = sin_a1 * sin_a2 * sin_a3 + cos_a1 * cos_a2 * cos_a3; | 
					
						
							|  |  |  | } |