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-rw-r--r--core/math/quaternion.h7
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs28
2 files changed, 12 insertions, 23 deletions
diff --git a/core/math/quaternion.h b/core/math/quaternion.h
index e20ea74eb4..d8d0c06672 100644
--- a/core/math/quaternion.h
+++ b/core/math/quaternion.h
@@ -86,13 +86,6 @@ public:
void operator*=(const Quaternion &p_q);
Quaternion operator*(const Quaternion &p_q) const;
- Quaternion operator*(const Vector3 &v) const {
- return Quaternion(w * v.x + y * v.z - z * v.y,
- w * v.y + z * v.x - x * v.z,
- w * v.z + x * v.y - y * v.x,
- -x * v.x - y * v.y - z * v.z);
- }
-
_FORCE_INLINE_ Vector3 xform(const Vector3 &v) const {
#ifdef MATH_CHECKS
ERR_FAIL_COND_V_MSG(!is_normalized(), v, "The quaternion must be normalized.");
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs
index 1694ac0320..c18f818ed2 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs
@@ -472,26 +472,22 @@ namespace Godot
return new Quaternion(-left.x, -left.y, -left.z, -left.w);
}
- public static Quaternion operator *(Quaternion left, Vector3 right)
+ public static Vector3 operator *(Quaternion quat, Vector3 vec)
{
- return new Quaternion
- (
- (left.w * right.x) + (left.y * right.z) - (left.z * right.y),
- (left.w * right.y) + (left.z * right.x) - (left.x * right.z),
- (left.w * right.z) + (left.x * right.y) - (left.y * right.x),
- -(left.x * right.x) - (left.y * right.y) - (left.z * right.z)
- );
+#if DEBUG
+ if (!quat.IsNormalized())
+ {
+ throw new InvalidOperationException("Quaternion is not normalized.");
+ }
+#endif
+ var u = new Vector3(quat.x, quat.y, quat.z);
+ Vector3 uv = u.Cross(vec);
+ return vec + (((uv * quat.w) + u.Cross(uv)) * 2);
}
- public static Quaternion operator *(Vector3 left, Quaternion right)
+ public static Vector3 operator *(Vector3 vec, Quaternion quat)
{
- return new Quaternion
- (
- (right.w * left.x) + (right.y * left.z) - (right.z * left.y),
- (right.w * left.y) + (right.z * left.x) - (right.x * left.z),
- (right.w * left.z) + (right.x * left.y) - (right.y * left.x),
- -(right.x * left.x) - (right.y * left.y) - (right.z * left.z)
- );
+ return quat.Inverse() * vec;
}
public static Quaternion operator *(Quaternion left, real_t right)