summaryrefslogtreecommitdiff
path: root/core/math
diff options
context:
space:
mode:
authorAaron Franke <arnfranke@yahoo.com>2022-10-01 21:54:19 -0500
committerAaron Franke <arnfranke@yahoo.com>2022-11-02 19:20:10 -0500
commit9e952c83869cd2c1d928beeb6493e635e2b690ff (patch)
treeba59f7a79bde5cf4aa878dad4478562f44a064a6 /core/math
parent889868cbbc8beac74d5f49f9b7ef41efc4ae7d5a (diff)
Allow getting Quaternion rotation in different Euler orders
Diffstat (limited to 'core/math')
-rw-r--r--core/math/quaternion.cpp18
-rw-r--r--core/math/quaternion.h4
2 files changed, 3 insertions, 19 deletions
diff --git a/core/math/quaternion.cpp b/core/math/quaternion.cpp
index 42b61f6dfe..942a0b766e 100644
--- a/core/math/quaternion.cpp
+++ b/core/math/quaternion.cpp
@@ -38,25 +38,11 @@ real_t Quaternion::angle_to(const Quaternion &p_to) const {
return Math::acos(CLAMP(d * d * 2 - 1, -1, 1));
}
-// 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 Quaternion::get_euler_xyz() const {
- Basis m(*this);
- return m.get_euler(EulerOrder::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 Quaternion::get_euler_yxz() const {
+Vector3 Quaternion::get_euler(EulerOrder p_order) const {
#ifdef MATH_CHECKS
ERR_FAIL_COND_V_MSG(!is_normalized(), Vector3(0, 0, 0), "The quaternion must be normalized.");
#endif
- Basis m(*this);
- return m.get_euler(EulerOrder::YXZ);
+ return Basis(*this).get_euler(p_order);
}
void Quaternion::operator*=(const Quaternion &p_q) {
diff --git a/core/math/quaternion.h b/core/math/quaternion.h
index 7497f1643e..c5af2121d9 100644
--- a/core/math/quaternion.h
+++ b/core/math/quaternion.h
@@ -66,9 +66,7 @@ struct _NO_DISCARD_ Quaternion {
_FORCE_INLINE_ real_t dot(const Quaternion &p_q) const;
real_t angle_to(const Quaternion &p_to) const;
- Vector3 get_euler_xyz() const;
- Vector3 get_euler_yxz() const;
- Vector3 get_euler() const { return get_euler_yxz(); };
+ Vector3 get_euler(EulerOrder p_order = EulerOrder::YXZ) const;
static Quaternion from_euler(const Vector3 &p_euler);
Quaternion slerp(const Quaternion &p_to, const real_t &p_weight) const;