| 1 | /**************************************************************************/ | 
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| 2 | /*  quaternion.cpp                                                        */ | 
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| 3 | /**************************************************************************/ | 
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| 4 | /*                         This file is part of:                          */ | 
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| 5 | /*                             GODOT ENGINE                               */ | 
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| 6 | /*                        https://godotengine.org                         */ | 
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| 7 | /**************************************************************************/ | 
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| 8 | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ | 
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| 9 | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */ | 
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| 10 | /*                                                                        */ | 
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| 11 | /* Permission is hereby granted, free of charge, to any person obtaining  */ | 
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| 12 | /* a copy of this software and associated documentation files (the        */ | 
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| 13 | /* "Software"), to deal in the Software without restriction, including    */ | 
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| 14 | /* without limitation the rights to use, copy, modify, merge, publish,    */ | 
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| 15 | /* distribute, sublicense, and/or sell copies of the Software, and to     */ | 
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| 16 | /* permit persons to whom the Software is furnished to do so, subject to  */ | 
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| 17 | /* the following conditions:                                              */ | 
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| 18 | /*                                                                        */ | 
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| 19 | /* The above copyright notice and this permission notice shall be         */ | 
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| 20 | /* included in all copies or substantial portions of the Software.        */ | 
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| 21 | /*                                                                        */ | 
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| 22 | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */ | 
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| 23 | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */ | 
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| 24 | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ | 
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| 25 | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */ | 
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| 26 | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */ | 
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| 27 | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */ | 
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| 28 | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */ | 
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| 29 | /**************************************************************************/ | 
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| 30 |  | 
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| 31 | #include "quaternion.h" | 
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| 32 |  | 
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| 33 | #include "core/math/basis.h" | 
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| 34 | #include "core/string/ustring.h" | 
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| 35 |  | 
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| 36 | real_t Quaternion::angle_to(const Quaternion &p_to) const { | 
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| 37 | real_t d = dot(p_to); | 
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| 38 | // acos does clamping. | 
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| 39 | return Math::acos(d * d * 2 - 1); | 
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| 40 | } | 
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| 41 |  | 
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| 42 | Vector3 Quaternion::get_euler(EulerOrder p_order) const { | 
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| 43 | #ifdef MATH_CHECKS | 
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| 44 | ERR_FAIL_COND_V_MSG(!is_normalized(), Vector3(0, 0, 0), "The quaternion must be normalized."); | 
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| 45 | #endif | 
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| 46 | return Basis(*this).get_euler(p_order); | 
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| 47 | } | 
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| 48 |  | 
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| 49 | void Quaternion::operator*=(const Quaternion &p_q) { | 
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| 50 | real_t xx = w * p_q.x + x * p_q.w + y * p_q.z - z * p_q.y; | 
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| 51 | real_t yy = w * p_q.y + y * p_q.w + z * p_q.x - x * p_q.z; | 
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| 52 | real_t zz = w * p_q.z + z * p_q.w + x * p_q.y - y * p_q.x; | 
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| 53 | w = w * p_q.w - x * p_q.x - y * p_q.y - z * p_q.z; | 
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| 54 | x = xx; | 
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| 55 | y = yy; | 
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| 56 | z = zz; | 
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| 57 | } | 
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| 58 |  | 
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| 59 | Quaternion Quaternion::operator*(const Quaternion &p_q) const { | 
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| 60 | Quaternion r = *this; | 
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| 61 | r *= p_q; | 
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| 62 | return r; | 
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| 63 | } | 
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| 64 |  | 
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| 65 | bool Quaternion::is_equal_approx(const Quaternion &p_quaternion) const { | 
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| 66 | return Math::is_equal_approx(x, p_quaternion.x) && Math::is_equal_approx(y, p_quaternion.y) && Math::is_equal_approx(z, p_quaternion.z) && Math::is_equal_approx(w, p_quaternion.w); | 
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| 67 | } | 
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| 68 |  | 
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| 69 | bool Quaternion::is_finite() const { | 
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| 70 | return Math::is_finite(x) && Math::is_finite(y) && Math::is_finite(z) && Math::is_finite(w); | 
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| 71 | } | 
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| 72 |  | 
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| 73 | real_t Quaternion::length() const { | 
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| 74 | return Math::sqrt(length_squared()); | 
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| 75 | } | 
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| 76 |  | 
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| 77 | void Quaternion::normalize() { | 
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| 78 | *this /= length(); | 
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| 79 | } | 
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| 80 |  | 
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| 81 | Quaternion Quaternion::normalized() const { | 
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| 82 | return *this / length(); | 
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| 83 | } | 
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| 84 |  | 
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| 85 | bool Quaternion::is_normalized() const { | 
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| 86 | return Math::is_equal_approx(length_squared(), 1, (real_t)UNIT_EPSILON); //use less epsilon | 
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| 87 | } | 
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| 88 |  | 
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| 89 | Quaternion Quaternion::inverse() const { | 
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| 90 | #ifdef MATH_CHECKS | 
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| 91 | ERR_FAIL_COND_V_MSG(!is_normalized(), Quaternion(), "The quaternion must be normalized."); | 
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| 92 | #endif | 
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| 93 | return Quaternion(-x, -y, -z, w); | 
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| 94 | } | 
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| 95 |  | 
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| 96 | Quaternion Quaternion::log() const { | 
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| 97 | Quaternion src = *this; | 
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| 98 | Vector3 src_v = src.get_axis() * src.get_angle(); | 
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| 99 | return Quaternion(src_v.x, src_v.y, src_v.z, 0); | 
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| 100 | } | 
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| 101 |  | 
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| 102 | Quaternion Quaternion::exp() const { | 
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| 103 | Quaternion src = *this; | 
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| 104 | Vector3 src_v = Vector3(src.x, src.y, src.z); | 
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| 105 | real_t theta = src_v.length(); | 
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| 106 | src_v = src_v.normalized(); | 
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| 107 | if (theta < CMP_EPSILON || !src_v.is_normalized()) { | 
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| 108 | return Quaternion(0, 0, 0, 1); | 
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| 109 | } | 
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| 110 | return Quaternion(src_v, theta); | 
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| 111 | } | 
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| 112 |  | 
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| 113 | Quaternion Quaternion::slerp(const Quaternion &p_to, const real_t &p_weight) const { | 
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| 114 | #ifdef MATH_CHECKS | 
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| 115 | ERR_FAIL_COND_V_MSG(!is_normalized(), Quaternion(), "The start quaternion must be normalized."); | 
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| 116 | ERR_FAIL_COND_V_MSG(!p_to.is_normalized(), Quaternion(), "The end quaternion must be normalized."); | 
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| 117 | #endif | 
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| 118 | Quaternion to1; | 
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| 119 | real_t omega, cosom, sinom, scale0, scale1; | 
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| 120 |  | 
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| 121 | // calc cosine | 
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| 122 | cosom = dot(p_to); | 
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| 123 |  | 
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| 124 | // adjust signs (if necessary) | 
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| 125 | if (cosom < 0.0f) { | 
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| 126 | cosom = -cosom; | 
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| 127 | to1 = -p_to; | 
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| 128 | } else { | 
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| 129 | to1 = p_to; | 
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| 130 | } | 
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| 131 |  | 
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| 132 | // calculate coefficients | 
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| 133 |  | 
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| 134 | if ((1.0f - cosom) > (real_t)CMP_EPSILON) { | 
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| 135 | // standard case (slerp) | 
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| 136 | omega = Math::acos(cosom); | 
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| 137 | sinom = Math::sin(omega); | 
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| 138 | scale0 = Math::sin((1.0 - p_weight) * omega) / sinom; | 
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| 139 | scale1 = Math::sin(p_weight * omega) / sinom; | 
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| 140 | } else { | 
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| 141 | // "from" and "to" quaternions are very close | 
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| 142 | //  ... so we can do a linear interpolation | 
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| 143 | scale0 = 1.0f - p_weight; | 
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| 144 | scale1 = p_weight; | 
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| 145 | } | 
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| 146 | // calculate final values | 
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| 147 | return Quaternion( | 
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| 148 | scale0 * x + scale1 * to1.x, | 
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| 149 | scale0 * y + scale1 * to1.y, | 
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| 150 | scale0 * z + scale1 * to1.z, | 
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| 151 | scale0 * w + scale1 * to1.w); | 
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| 152 | } | 
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| 153 |  | 
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| 154 | Quaternion Quaternion::slerpni(const Quaternion &p_to, const real_t &p_weight) const { | 
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| 155 | #ifdef MATH_CHECKS | 
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| 156 | ERR_FAIL_COND_V_MSG(!is_normalized(), Quaternion(), "The start quaternion must be normalized."); | 
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| 157 | ERR_FAIL_COND_V_MSG(!p_to.is_normalized(), Quaternion(), "The end quaternion must be normalized."); | 
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| 158 | #endif | 
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| 159 | const Quaternion &from = *this; | 
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| 160 |  | 
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| 161 | real_t dot = from.dot(p_to); | 
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| 162 |  | 
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| 163 | if (Math::absf(dot) > 0.9999f) { | 
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| 164 | return from; | 
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| 165 | } | 
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| 166 |  | 
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| 167 | real_t theta = Math::acos(dot), | 
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| 168 | sinT = 1.0f / Math::sin(theta), | 
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| 169 | newFactor = Math::sin(p_weight * theta) * sinT, | 
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| 170 | invFactor = Math::sin((1.0f - p_weight) * theta) * sinT; | 
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| 171 |  | 
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| 172 | return Quaternion(invFactor * from.x + newFactor * p_to.x, | 
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| 173 | invFactor * from.y + newFactor * p_to.y, | 
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| 174 | invFactor * from.z + newFactor * p_to.z, | 
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| 175 | invFactor * from.w + newFactor * p_to.w); | 
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| 176 | } | 
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| 177 |  | 
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| 178 | Quaternion Quaternion::spherical_cubic_interpolate(const Quaternion &p_b, const Quaternion &p_pre_a, const Quaternion &p_post_b, const real_t &p_weight) const { | 
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| 179 | #ifdef MATH_CHECKS | 
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| 180 | ERR_FAIL_COND_V_MSG(!is_normalized(), Quaternion(), "The start quaternion must be normalized."); | 
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| 181 | ERR_FAIL_COND_V_MSG(!p_b.is_normalized(), Quaternion(), "The end quaternion must be normalized."); | 
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| 182 | #endif | 
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| 183 | Quaternion from_q = *this; | 
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| 184 | Quaternion pre_q = p_pre_a; | 
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| 185 | Quaternion to_q = p_b; | 
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| 186 | Quaternion post_q = p_post_b; | 
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| 187 |  | 
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| 188 | // Align flip phases. | 
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| 189 | from_q = Basis(from_q).get_rotation_quaternion(); | 
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| 190 | pre_q = Basis(pre_q).get_rotation_quaternion(); | 
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| 191 | to_q = Basis(to_q).get_rotation_quaternion(); | 
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| 192 | post_q = Basis(post_q).get_rotation_quaternion(); | 
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| 193 |  | 
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| 194 | // Flip quaternions to shortest path if necessary. | 
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| 195 | bool flip1 = signbit(from_q.dot(pre_q)); | 
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| 196 | pre_q = flip1 ? -pre_q : pre_q; | 
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| 197 | bool flip2 = signbit(from_q.dot(to_q)); | 
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| 198 | to_q = flip2 ? -to_q : to_q; | 
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| 199 | bool flip3 = flip2 ? to_q.dot(post_q) <= 0 : signbit(to_q.dot(post_q)); | 
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| 200 | post_q = flip3 ? -post_q : post_q; | 
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| 201 |  | 
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| 202 | // Calc by Expmap in from_q space. | 
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| 203 | Quaternion ln_from = Quaternion(0, 0, 0, 0); | 
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| 204 | Quaternion ln_to = (from_q.inverse() * to_q).log(); | 
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| 205 | Quaternion ln_pre = (from_q.inverse() * pre_q).log(); | 
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| 206 | Quaternion ln_post = (from_q.inverse() * post_q).log(); | 
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| 207 | Quaternion ln = Quaternion(0, 0, 0, 0); | 
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| 208 | ln.x = Math::cubic_interpolate(ln_from.x, ln_to.x, ln_pre.x, ln_post.x, p_weight); | 
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| 209 | ln.y = Math::cubic_interpolate(ln_from.y, ln_to.y, ln_pre.y, ln_post.y, p_weight); | 
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| 210 | ln.z = Math::cubic_interpolate(ln_from.z, ln_to.z, ln_pre.z, ln_post.z, p_weight); | 
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| 211 | Quaternion q1 = from_q * ln.exp(); | 
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| 212 |  | 
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| 213 | // Calc by Expmap in to_q space. | 
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| 214 | ln_from = (to_q.inverse() * from_q).log(); | 
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| 215 | ln_to = Quaternion(0, 0, 0, 0); | 
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| 216 | ln_pre = (to_q.inverse() * pre_q).log(); | 
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| 217 | ln_post = (to_q.inverse() * post_q).log(); | 
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| 218 | ln = Quaternion(0, 0, 0, 0); | 
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| 219 | ln.x = Math::cubic_interpolate(ln_from.x, ln_to.x, ln_pre.x, ln_post.x, p_weight); | 
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| 220 | ln.y = Math::cubic_interpolate(ln_from.y, ln_to.y, ln_pre.y, ln_post.y, p_weight); | 
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| 221 | ln.z = Math::cubic_interpolate(ln_from.z, ln_to.z, ln_pre.z, ln_post.z, p_weight); | 
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| 222 | Quaternion q2 = to_q * ln.exp(); | 
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| 223 |  | 
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| 224 | // To cancel error made by Expmap ambiguity, do blending. | 
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| 225 | return q1.slerp(q2, p_weight); | 
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| 226 | } | 
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| 227 |  | 
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| 228 | Quaternion Quaternion::spherical_cubic_interpolate_in_time(const Quaternion &p_b, const Quaternion &p_pre_a, const Quaternion &p_post_b, const real_t &p_weight, | 
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| 229 | const real_t &p_b_t, const real_t &p_pre_a_t, const real_t &p_post_b_t) const { | 
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| 230 | #ifdef MATH_CHECKS | 
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| 231 | ERR_FAIL_COND_V_MSG(!is_normalized(), Quaternion(), "The start quaternion must be normalized."); | 
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| 232 | ERR_FAIL_COND_V_MSG(!p_b.is_normalized(), Quaternion(), "The end quaternion must be normalized."); | 
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| 233 | #endif | 
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| 234 | Quaternion from_q = *this; | 
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| 235 | Quaternion pre_q = p_pre_a; | 
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| 236 | Quaternion to_q = p_b; | 
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| 237 | Quaternion post_q = p_post_b; | 
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| 238 |  | 
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| 239 | // Align flip phases. | 
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| 240 | from_q = Basis(from_q).get_rotation_quaternion(); | 
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| 241 | pre_q = Basis(pre_q).get_rotation_quaternion(); | 
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| 242 | to_q = Basis(to_q).get_rotation_quaternion(); | 
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| 243 | post_q = Basis(post_q).get_rotation_quaternion(); | 
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| 244 |  | 
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| 245 | // Flip quaternions to shortest path if necessary. | 
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| 246 | bool flip1 = signbit(from_q.dot(pre_q)); | 
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| 247 | pre_q = flip1 ? -pre_q : pre_q; | 
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| 248 | bool flip2 = signbit(from_q.dot(to_q)); | 
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| 249 | to_q = flip2 ? -to_q : to_q; | 
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| 250 | bool flip3 = flip2 ? to_q.dot(post_q) <= 0 : signbit(to_q.dot(post_q)); | 
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| 251 | post_q = flip3 ? -post_q : post_q; | 
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| 252 |  | 
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| 253 | // Calc by Expmap in from_q space. | 
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| 254 | Quaternion ln_from = Quaternion(0, 0, 0, 0); | 
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| 255 | Quaternion ln_to = (from_q.inverse() * to_q).log(); | 
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| 256 | Quaternion ln_pre = (from_q.inverse() * pre_q).log(); | 
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| 257 | Quaternion ln_post = (from_q.inverse() * post_q).log(); | 
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| 258 | Quaternion ln = Quaternion(0, 0, 0, 0); | 
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| 259 | ln.x = Math::cubic_interpolate_in_time(ln_from.x, ln_to.x, ln_pre.x, ln_post.x, p_weight, p_b_t, p_pre_a_t, p_post_b_t); | 
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| 260 | ln.y = Math::cubic_interpolate_in_time(ln_from.y, ln_to.y, ln_pre.y, ln_post.y, p_weight, p_b_t, p_pre_a_t, p_post_b_t); | 
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| 261 | ln.z = Math::cubic_interpolate_in_time(ln_from.z, ln_to.z, ln_pre.z, ln_post.z, p_weight, p_b_t, p_pre_a_t, p_post_b_t); | 
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| 262 | Quaternion q1 = from_q * ln.exp(); | 
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| 263 |  | 
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| 264 | // Calc by Expmap in to_q space. | 
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| 265 | ln_from = (to_q.inverse() * from_q).log(); | 
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| 266 | ln_to = Quaternion(0, 0, 0, 0); | 
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| 267 | ln_pre = (to_q.inverse() * pre_q).log(); | 
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| 268 | ln_post = (to_q.inverse() * post_q).log(); | 
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| 269 | ln = Quaternion(0, 0, 0, 0); | 
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| 270 | ln.x = Math::cubic_interpolate_in_time(ln_from.x, ln_to.x, ln_pre.x, ln_post.x, p_weight, p_b_t, p_pre_a_t, p_post_b_t); | 
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| 271 | ln.y = Math::cubic_interpolate_in_time(ln_from.y, ln_to.y, ln_pre.y, ln_post.y, p_weight, p_b_t, p_pre_a_t, p_post_b_t); | 
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| 272 | ln.z = Math::cubic_interpolate_in_time(ln_from.z, ln_to.z, ln_pre.z, ln_post.z, p_weight, p_b_t, p_pre_a_t, p_post_b_t); | 
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| 273 | Quaternion q2 = to_q * ln.exp(); | 
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| 274 |  | 
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| 275 | // To cancel error made by Expmap ambiguity, do blending. | 
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| 276 | return q1.slerp(q2, p_weight); | 
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| 277 | } | 
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| 278 |  | 
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| 279 | Quaternion::operator String() const { | 
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| 280 | return "("+ String::num_real(x, false) + ", "+ String::num_real(y, false) + ", "+ String::num_real(z, false) + ", "+ String::num_real(w, false) + ")"; | 
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| 281 | } | 
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| 282 |  | 
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| 283 | Vector3 Quaternion::get_axis() const { | 
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| 284 | if (Math::abs(w) > 1 - CMP_EPSILON) { | 
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| 285 | return Vector3(x, y, z); | 
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| 286 | } | 
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| 287 | real_t r = ((real_t)1) / Math::sqrt(1 - w * w); | 
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| 288 | return Vector3(x * r, y * r, z * r); | 
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| 289 | } | 
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| 290 |  | 
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| 291 | real_t Quaternion::get_angle() const { | 
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| 292 | return 2 * Math::acos(w); | 
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| 293 | } | 
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| 294 |  | 
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| 295 | Quaternion::Quaternion(const Vector3 &p_axis, real_t p_angle) { | 
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| 296 | #ifdef MATH_CHECKS | 
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| 297 | ERR_FAIL_COND_MSG(!p_axis.is_normalized(), "The axis Vector3 must be normalized."); | 
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| 298 | #endif | 
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| 299 | real_t d = p_axis.length(); | 
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| 300 | if (d == 0) { | 
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| 301 | x = 0; | 
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| 302 | y = 0; | 
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| 303 | z = 0; | 
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| 304 | w = 0; | 
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| 305 | } else { | 
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| 306 | real_t sin_angle = Math::sin(p_angle * 0.5f); | 
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| 307 | real_t cos_angle = Math::cos(p_angle * 0.5f); | 
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| 308 | real_t s = sin_angle / d; | 
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| 309 | x = p_axis.x * s; | 
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| 310 | y = p_axis.y * s; | 
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| 311 | z = p_axis.z * s; | 
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| 312 | w = cos_angle; | 
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| 313 | } | 
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| 314 | } | 
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| 315 |  | 
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| 316 | // Euler constructor expects a vector containing the Euler angles in the format | 
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| 317 | // (ax, ay, az), where ax is the angle of rotation around x axis, | 
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| 318 | // and similar for other axes. | 
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| 319 | // This implementation uses YXZ convention (Z is the first rotation). | 
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| 320 | Quaternion Quaternion::from_euler(const Vector3 &p_euler) { | 
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| 321 | real_t half_a1 = p_euler.y * 0.5f; | 
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| 322 | real_t half_a2 = p_euler.x * 0.5f; | 
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| 323 | real_t half_a3 = p_euler.z * 0.5f; | 
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| 324 |  | 
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| 325 | // R = Y(a1).X(a2).Z(a3) convention for Euler angles. | 
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| 326 | // Conversion to quaternion as listed in https://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/19770024290.pdf (page A-6) | 
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| 327 | // a3 is the angle of the first rotation, following the notation in this reference. | 
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| 328 |  | 
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| 329 | real_t cos_a1 = Math::cos(half_a1); | 
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| 330 | real_t sin_a1 = Math::sin(half_a1); | 
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| 331 | real_t cos_a2 = Math::cos(half_a2); | 
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| 332 | real_t sin_a2 = Math::sin(half_a2); | 
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| 333 | real_t cos_a3 = Math::cos(half_a3); | 
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| 334 | real_t sin_a3 = Math::sin(half_a3); | 
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| 335 |  | 
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| 336 | return Quaternion( | 
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| 337 | sin_a1 * cos_a2 * sin_a3 + cos_a1 * sin_a2 * cos_a3, | 
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| 338 | sin_a1 * cos_a2 * cos_a3 - cos_a1 * sin_a2 * sin_a3, | 
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| 339 | -sin_a1 * sin_a2 * cos_a3 + cos_a1 * cos_a2 * sin_a3, | 
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| 340 | sin_a1 * sin_a2 * sin_a3 + cos_a1 * cos_a2 * cos_a3); | 
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| 341 | } | 
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| 342 |  | 
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