diff options
author | Aaron Franke <arnfranke@yahoo.com> | 2022-10-01 21:54:19 -0500 |
---|---|---|
committer | Aaron Franke <arnfranke@yahoo.com> | 2022-11-02 19:20:10 -0500 |
commit | 9e952c83869cd2c1d928beeb6493e635e2b690ff (patch) | |
tree | ba59f7a79bde5cf4aa878dad4478562f44a064a6 /core/math | |
parent | 889868cbbc8beac74d5f49f9b7ef41efc4ae7d5a (diff) |
Allow getting Quaternion rotation in different Euler orders
Diffstat (limited to 'core/math')
-rw-r--r-- | core/math/quaternion.cpp | 18 | ||||
-rw-r--r-- | core/math/quaternion.h | 4 |
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; |