| 1 | /**************************************************************************/ | 
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| 2 | /*  quaternion.h                                                          */ | 
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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 | #ifndef QUATERNION_H | 
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| 32 | #define QUATERNION_H | 
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| 33 |  | 
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| 34 | #include "core/math/math_funcs.h" | 
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| 35 | #include "core/math/vector3.h" | 
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| 36 |  | 
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| 37 | class String; | 
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| 38 |  | 
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| 39 | struct _NO_DISCARD_ Quaternion { | 
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| 40 | union { | 
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| 41 | struct { | 
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| 42 | real_t x; | 
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| 43 | real_t y; | 
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| 44 | real_t z; | 
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| 45 | real_t w; | 
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| 46 | }; | 
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| 47 | real_t components[4] = { 0, 0, 0, 1.0 }; | 
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| 48 | }; | 
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| 49 |  | 
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| 50 | _FORCE_INLINE_ real_t &operator[](int idx) { | 
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| 51 | return components[idx]; | 
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| 52 | } | 
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| 53 | _FORCE_INLINE_ const real_t &operator[](int idx) const { | 
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| 54 | return components[idx]; | 
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| 55 | } | 
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| 56 | _FORCE_INLINE_ real_t length_squared() const; | 
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| 57 | bool is_equal_approx(const Quaternion &p_quaternion) const; | 
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| 58 | bool is_finite() const; | 
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| 59 | real_t length() const; | 
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| 60 | void normalize(); | 
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| 61 | Quaternion normalized() const; | 
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| 62 | bool is_normalized() const; | 
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| 63 | Quaternion inverse() const; | 
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| 64 | Quaternion log() const; | 
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| 65 | Quaternion exp() const; | 
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| 66 | _FORCE_INLINE_ real_t dot(const Quaternion &p_q) const; | 
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| 67 | real_t angle_to(const Quaternion &p_to) const; | 
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| 68 |  | 
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| 69 | Vector3 get_euler(EulerOrder p_order = EulerOrder::YXZ) const; | 
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| 70 | static Quaternion from_euler(const Vector3 &p_euler); | 
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| 71 |  | 
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| 72 | Quaternion slerp(const Quaternion &p_to, const real_t &p_weight) const; | 
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| 73 | Quaternion slerpni(const Quaternion &p_to, const real_t &p_weight) const; | 
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| 74 | 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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| 75 | 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, 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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| 76 |  | 
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| 77 | Vector3 get_axis() const; | 
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| 78 | real_t get_angle() const; | 
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| 79 |  | 
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| 80 | _FORCE_INLINE_ void get_axis_angle(Vector3 &r_axis, real_t &r_angle) const { | 
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| 81 | r_angle = 2 * Math::acos(w); | 
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| 82 | real_t r = ((real_t)1) / Math::sqrt(1 - w * w); | 
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| 83 | r_axis.x = x * r; | 
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| 84 | r_axis.y = y * r; | 
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| 85 | r_axis.z = z * r; | 
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| 86 | } | 
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| 87 |  | 
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| 88 | void operator*=(const Quaternion &p_q); | 
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| 89 | Quaternion operator*(const Quaternion &p_q) const; | 
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| 90 |  | 
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| 91 | _FORCE_INLINE_ Vector3 xform(const Vector3 &v) const { | 
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| 92 | #ifdef MATH_CHECKS | 
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| 93 | ERR_FAIL_COND_V_MSG(!is_normalized(), v, "The quaternion must be normalized."); | 
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| 94 | #endif | 
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| 95 | Vector3 u(x, y, z); | 
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| 96 | Vector3 uv = u.cross(v); | 
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| 97 | return v + ((uv * w) + u.cross(uv)) * ((real_t)2); | 
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| 98 | } | 
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| 99 |  | 
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| 100 | _FORCE_INLINE_ Vector3 xform_inv(const Vector3 &v) const { | 
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| 101 | return inverse().xform(v); | 
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| 102 | } | 
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| 103 |  | 
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| 104 | _FORCE_INLINE_ void operator+=(const Quaternion &p_q); | 
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| 105 | _FORCE_INLINE_ void operator-=(const Quaternion &p_q); | 
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| 106 | _FORCE_INLINE_ void operator*=(const real_t &s); | 
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| 107 | _FORCE_INLINE_ void operator/=(const real_t &s); | 
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| 108 | _FORCE_INLINE_ Quaternion operator+(const Quaternion &q2) const; | 
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| 109 | _FORCE_INLINE_ Quaternion operator-(const Quaternion &q2) const; | 
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| 110 | _FORCE_INLINE_ Quaternion operator-() const; | 
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| 111 | _FORCE_INLINE_ Quaternion operator*(const real_t &s) const; | 
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| 112 | _FORCE_INLINE_ Quaternion operator/(const real_t &s) const; | 
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| 113 |  | 
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| 114 | _FORCE_INLINE_ bool operator==(const Quaternion &p_quaternion) const; | 
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| 115 | _FORCE_INLINE_ bool operator!=(const Quaternion &p_quaternion) const; | 
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| 116 |  | 
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| 117 | operator String() const; | 
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| 118 |  | 
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| 119 | _FORCE_INLINE_ Quaternion() {} | 
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| 120 |  | 
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| 121 | _FORCE_INLINE_ Quaternion(real_t p_x, real_t p_y, real_t p_z, real_t p_w) : | 
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| 122 | x(p_x), | 
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| 123 | y(p_y), | 
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| 124 | z(p_z), | 
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| 125 | w(p_w) { | 
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| 126 | } | 
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| 127 |  | 
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| 128 | Quaternion(const Vector3 &p_axis, real_t p_angle); | 
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| 129 |  | 
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| 130 | Quaternion(const Quaternion &p_q) : | 
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| 131 | x(p_q.x), | 
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| 132 | y(p_q.y), | 
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| 133 | z(p_q.z), | 
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| 134 | w(p_q.w) { | 
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| 135 | } | 
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| 136 |  | 
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| 137 | void operator=(const Quaternion &p_q) { | 
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| 138 | x = p_q.x; | 
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| 139 | y = p_q.y; | 
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| 140 | z = p_q.z; | 
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| 141 | w = p_q.w; | 
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| 142 | } | 
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| 143 |  | 
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| 144 | Quaternion(const Vector3 &v0, const Vector3 &v1) { // Shortest arc. | 
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| 145 | Vector3 c = v0.cross(v1); | 
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| 146 | real_t d = v0.dot(v1); | 
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| 147 |  | 
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| 148 | if (d < -1.0f + (real_t)CMP_EPSILON) { | 
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| 149 | x = 0; | 
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| 150 | y = 1; | 
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| 151 | z = 0; | 
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| 152 | w = 0; | 
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| 153 | } else { | 
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| 154 | real_t s = Math::sqrt((1.0f + d) * 2.0f); | 
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| 155 | real_t rs = 1.0f / s; | 
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| 156 |  | 
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| 157 | x = c.x * rs; | 
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| 158 | y = c.y * rs; | 
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| 159 | z = c.z * rs; | 
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| 160 | w = s * 0.5f; | 
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| 161 | } | 
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| 162 | } | 
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| 163 | }; | 
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| 164 |  | 
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| 165 | real_t Quaternion::dot(const Quaternion &p_q) const { | 
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| 166 | return x * p_q.x + y * p_q.y + z * p_q.z + w * p_q.w; | 
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| 167 | } | 
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| 168 |  | 
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| 169 | real_t Quaternion::length_squared() const { | 
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| 170 | return dot(*this); | 
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| 171 | } | 
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| 172 |  | 
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| 173 | void Quaternion::operator+=(const Quaternion &p_q) { | 
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| 174 | x += p_q.x; | 
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| 175 | y += p_q.y; | 
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| 176 | z += p_q.z; | 
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| 177 | w += p_q.w; | 
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| 178 | } | 
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| 179 |  | 
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| 180 | void Quaternion::operator-=(const Quaternion &p_q) { | 
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| 181 | x -= p_q.x; | 
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| 182 | y -= p_q.y; | 
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| 183 | z -= p_q.z; | 
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| 184 | w -= p_q.w; | 
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| 185 | } | 
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| 186 |  | 
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| 187 | void Quaternion::operator*=(const real_t &s) { | 
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| 188 | x *= s; | 
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| 189 | y *= s; | 
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| 190 | z *= s; | 
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| 191 | w *= s; | 
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| 192 | } | 
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| 193 |  | 
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| 194 | void Quaternion::operator/=(const real_t &s) { | 
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| 195 | *this *= 1.0f / s; | 
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| 196 | } | 
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| 197 |  | 
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| 198 | Quaternion Quaternion::operator+(const Quaternion &q2) const { | 
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| 199 | const Quaternion &q1 = *this; | 
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| 200 | return Quaternion(q1.x + q2.x, q1.y + q2.y, q1.z + q2.z, q1.w + q2.w); | 
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| 201 | } | 
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| 202 |  | 
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| 203 | Quaternion Quaternion::operator-(const Quaternion &q2) const { | 
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| 204 | const Quaternion &q1 = *this; | 
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| 205 | return Quaternion(q1.x - q2.x, q1.y - q2.y, q1.z - q2.z, q1.w - q2.w); | 
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| 206 | } | 
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| 207 |  | 
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| 208 | Quaternion Quaternion::operator-() const { | 
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| 209 | const Quaternion &q2 = *this; | 
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| 210 | return Quaternion(-q2.x, -q2.y, -q2.z, -q2.w); | 
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| 211 | } | 
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| 212 |  | 
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| 213 | Quaternion Quaternion::operator*(const real_t &s) const { | 
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| 214 | return Quaternion(x * s, y * s, z * s, w * s); | 
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| 215 | } | 
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| 216 |  | 
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| 217 | Quaternion Quaternion::operator/(const real_t &s) const { | 
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| 218 | return *this * (1.0f / s); | 
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| 219 | } | 
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| 220 |  | 
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| 221 | bool Quaternion::operator==(const Quaternion &p_quaternion) const { | 
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| 222 | return x == p_quaternion.x && y == p_quaternion.y && z == p_quaternion.z && w == p_quaternion.w; | 
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| 223 | } | 
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| 224 |  | 
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| 225 | bool Quaternion::operator!=(const Quaternion &p_quaternion) const { | 
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| 226 | return x != p_quaternion.x || y != p_quaternion.y || z != p_quaternion.z || w != p_quaternion.w; | 
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| 227 | } | 
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| 228 |  | 
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| 229 | _FORCE_INLINE_ Quaternion operator*(const real_t &p_real, const Quaternion &p_quaternion) { | 
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| 230 | return p_quaternion * p_real; | 
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| 231 | } | 
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| 232 |  | 
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| 233 | #endif // QUATERNION_H | 
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| 234 |  | 
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