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			232 lines
		
	
	
	
		
			7.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			232 lines
		
	
	
	
		
			7.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /**************************************************************************/
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| /*  quaternion.h                                                          */
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| /**************************************************************************/
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| /*                         This file is part of:                          */
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| /*                             GODOT ENGINE                               */
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| /*                        https://godotengine.org                         */
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| /**************************************************************************/
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| /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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| /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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| /*                                                                        */
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| /* Permission is hereby granted, free of charge, to any person obtaining  */
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| /* a copy of this software and associated documentation files (the        */
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| /* "Software"), to deal in the Software without restriction, including    */
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| /* without limitation the rights to use, copy, modify, merge, publish,    */
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| /* distribute, sublicense, and/or sell copies of the Software, and to     */
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| /* permit persons to whom the Software is furnished to do so, subject to  */
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| /* the following conditions:                                              */
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| /*                                                                        */
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| /* The above copyright notice and this permission notice shall be         */
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| /* included in all copies or substantial portions of the Software.        */
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| /*                                                                        */
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| /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
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| /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
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| /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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| /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
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| /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
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| /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
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| /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
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| /**************************************************************************/
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| 
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| #ifndef QUATERNION_H
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| #define QUATERNION_H
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| 
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| #include "core/math/math_funcs.h"
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| #include "core/math/vector3.h"
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| #include "core/string/ustring.h"
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| 
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| struct _NO_DISCARD_ Quaternion {
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| 	union {
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| 		struct {
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| 			real_t x;
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| 			real_t y;
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| 			real_t z;
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| 			real_t w;
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| 		};
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| 		real_t components[4] = { 0, 0, 0, 1.0 };
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| 	};
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| 
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| 	_FORCE_INLINE_ real_t &operator[](int p_idx) {
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| 		return components[p_idx];
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| 	}
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| 	_FORCE_INLINE_ const real_t &operator[](int p_idx) const {
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| 		return components[p_idx];
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| 	}
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| 	_FORCE_INLINE_ real_t length_squared() const;
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| 	bool is_equal_approx(const Quaternion &p_quaternion) const;
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| 	bool is_finite() const;
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| 	real_t length() const;
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| 	void normalize();
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| 	Quaternion normalized() const;
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| 	bool is_normalized() const;
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| 	Quaternion inverse() const;
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| 	Quaternion log() const;
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| 	Quaternion exp() const;
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| 	_FORCE_INLINE_ real_t dot(const Quaternion &p_q) const;
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| 	real_t angle_to(const Quaternion &p_to) const;
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| 
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| 	Vector3 get_euler(EulerOrder p_order = EulerOrder::YXZ) const;
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| 	static Quaternion from_euler(const Vector3 &p_euler);
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| 
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| 	Quaternion slerp(const Quaternion &p_to, real_t p_weight) const;
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| 	Quaternion slerpni(const Quaternion &p_to, real_t p_weight) const;
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| 	Quaternion spherical_cubic_interpolate(const Quaternion &p_b, const Quaternion &p_pre_a, const Quaternion &p_post_b, real_t p_weight) const;
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| 	Quaternion spherical_cubic_interpolate_in_time(const Quaternion &p_b, const Quaternion &p_pre_a, const Quaternion &p_post_b, real_t p_weight, real_t p_b_t, real_t p_pre_a_t, real_t p_post_b_t) const;
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| 
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| 	Vector3 get_axis() const;
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| 	real_t get_angle() const;
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| 
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| 	_FORCE_INLINE_ void get_axis_angle(Vector3 &r_axis, real_t &r_angle) const {
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| 		r_angle = 2 * Math::acos(w);
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| 		real_t r = ((real_t)1) / Math::sqrt(1 - w * w);
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| 		r_axis.x = x * r;
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| 		r_axis.y = y * r;
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| 		r_axis.z = z * r;
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| 	}
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| 
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| 	void operator*=(const Quaternion &p_q);
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| 	Quaternion operator*(const Quaternion &p_q) const;
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| 
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| 	_FORCE_INLINE_ Vector3 xform(const Vector3 &p_v) const {
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| #ifdef MATH_CHECKS
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| 		ERR_FAIL_COND_V_MSG(!is_normalized(), p_v, "The quaternion " + operator String() + " must be normalized.");
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| #endif
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| 		Vector3 u(x, y, z);
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| 		Vector3 uv = u.cross(p_v);
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| 		return p_v + ((uv * w) + u.cross(uv)) * ((real_t)2);
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| 	}
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| 
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| 	_FORCE_INLINE_ Vector3 xform_inv(const Vector3 &p_v) const {
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| 		return inverse().xform(p_v);
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| 	}
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| 
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| 	_FORCE_INLINE_ void operator+=(const Quaternion &p_q);
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| 	_FORCE_INLINE_ void operator-=(const Quaternion &p_q);
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| 	_FORCE_INLINE_ void operator*=(real_t p_s);
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| 	_FORCE_INLINE_ void operator/=(real_t p_s);
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| 	_FORCE_INLINE_ Quaternion operator+(const Quaternion &p_q2) const;
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| 	_FORCE_INLINE_ Quaternion operator-(const Quaternion &p_q2) const;
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| 	_FORCE_INLINE_ Quaternion operator-() const;
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| 	_FORCE_INLINE_ Quaternion operator*(real_t p_s) const;
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| 	_FORCE_INLINE_ Quaternion operator/(real_t p_s) const;
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| 
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| 	_FORCE_INLINE_ bool operator==(const Quaternion &p_quaternion) const;
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| 	_FORCE_INLINE_ bool operator!=(const Quaternion &p_quaternion) const;
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| 
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| 	operator String() const;
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| 
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| 	_FORCE_INLINE_ Quaternion() {}
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| 
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| 	_FORCE_INLINE_ Quaternion(real_t p_x, real_t p_y, real_t p_z, real_t p_w) :
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| 			x(p_x),
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| 			y(p_y),
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| 			z(p_z),
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| 			w(p_w) {
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| 	}
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| 
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| 	Quaternion(const Vector3 &p_axis, real_t p_angle);
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| 
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| 	Quaternion(const Quaternion &p_q) :
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| 			x(p_q.x),
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| 			y(p_q.y),
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| 			z(p_q.z),
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| 			w(p_q.w) {
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| 	}
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| 
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| 	void operator=(const Quaternion &p_q) {
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| 		x = p_q.x;
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| 		y = p_q.y;
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| 		z = p_q.z;
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| 		w = p_q.w;
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| 	}
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| 
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| 	Quaternion(const Vector3 &p_v0, const Vector3 &p_v1) { // Shortest arc.
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| 		Vector3 c = p_v0.cross(p_v1);
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| 		real_t d = p_v0.dot(p_v1);
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| 
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| 		if (d < -1.0f + (real_t)CMP_EPSILON) {
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| 			x = 0;
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| 			y = 1;
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| 			z = 0;
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| 			w = 0;
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| 		} else {
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| 			real_t s = Math::sqrt((1.0f + d) * 2.0f);
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| 			real_t rs = 1.0f / s;
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| 
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| 			x = c.x * rs;
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| 			y = c.y * rs;
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| 			z = c.z * rs;
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| 			w = s * 0.5f;
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| 		}
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| 	}
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| };
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| 
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| real_t Quaternion::dot(const Quaternion &p_q) const {
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| 	return x * p_q.x + y * p_q.y + z * p_q.z + w * p_q.w;
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| }
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| 
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| real_t Quaternion::length_squared() const {
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| 	return dot(*this);
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| }
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| 
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| void Quaternion::operator+=(const Quaternion &p_q) {
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| 	x += p_q.x;
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| 	y += p_q.y;
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| 	z += p_q.z;
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| 	w += p_q.w;
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| }
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| 
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| void Quaternion::operator-=(const Quaternion &p_q) {
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| 	x -= p_q.x;
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| 	y -= p_q.y;
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| 	z -= p_q.z;
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| 	w -= p_q.w;
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| }
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| 
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| void Quaternion::operator*=(real_t p_s) {
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| 	x *= p_s;
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| 	y *= p_s;
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| 	z *= p_s;
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| 	w *= p_s;
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| }
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| 
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| void Quaternion::operator/=(real_t p_s) {
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| 	*this *= 1.0f / p_s;
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| }
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| 
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| Quaternion Quaternion::operator+(const Quaternion &p_q2) const {
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| 	const Quaternion &q1 = *this;
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| 	return Quaternion(q1.x + p_q2.x, q1.y + p_q2.y, q1.z + p_q2.z, q1.w + p_q2.w);
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| }
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| 
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| Quaternion Quaternion::operator-(const Quaternion &p_q2) const {
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| 	const Quaternion &q1 = *this;
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| 	return Quaternion(q1.x - p_q2.x, q1.y - p_q2.y, q1.z - p_q2.z, q1.w - p_q2.w);
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| }
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| 
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| Quaternion Quaternion::operator-() const {
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| 	const Quaternion &q2 = *this;
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| 	return Quaternion(-q2.x, -q2.y, -q2.z, -q2.w);
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| }
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| 
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| Quaternion Quaternion::operator*(real_t p_s) const {
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| 	return Quaternion(x * p_s, y * p_s, z * p_s, w * p_s);
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| }
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| 
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| Quaternion Quaternion::operator/(real_t p_s) const {
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| 	return *this * (1.0f / p_s);
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| }
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| 
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| bool Quaternion::operator==(const Quaternion &p_quaternion) const {
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| 	return x == p_quaternion.x && y == p_quaternion.y && z == p_quaternion.z && w == p_quaternion.w;
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| }
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| 
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| bool Quaternion::operator!=(const Quaternion &p_quaternion) const {
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| 	return x != p_quaternion.x || y != p_quaternion.y || z != p_quaternion.z || w != p_quaternion.w;
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| }
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| 
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| _FORCE_INLINE_ Quaternion operator*(real_t p_real, const Quaternion &p_quaternion) {
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| 	return p_quaternion * p_real;
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| }
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| 
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| #endif // QUATERNION_H
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