diff options
-rw-r--r-- | core/math/quaternion.cpp | 11 | ||||
-rw-r--r-- | core/math/quaternion.h | 3 | ||||
-rw-r--r-- | core/variant/variant_call.cpp | 1 | ||||
-rw-r--r-- | core/variant/variant_construct.cpp | 1 | ||||
-rw-r--r-- | doc/classes/Quaternion.xml | 13 | ||||
-rw-r--r-- | editor/editor_properties.cpp | 2 | ||||
-rw-r--r-- | modules/gltf/gltf_document.cpp | 2 | ||||
-rw-r--r-- | modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs | 60 | ||||
-rw-r--r-- | tests/core/math/test_quaternion.h | 30 | ||||
-rw-r--r-- | tests/scene/test_animation.h | 8 | ||||
-rw-r--r-- | tests/test_validate_testing.h | 2 |
11 files changed, 68 insertions, 65 deletions
diff --git a/core/math/quaternion.cpp b/core/math/quaternion.cpp index 6a5f29f3d8..79a4e62b56 100644 --- a/core/math/quaternion.cpp +++ b/core/math/quaternion.cpp @@ -330,7 +330,7 @@ Quaternion::Quaternion(const Vector3 &p_axis, real_t p_angle) { // (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). -Quaternion::Quaternion(const Vector3 &p_euler) { +Quaternion Quaternion::from_euler(const Vector3 &p_euler) { real_t half_a1 = p_euler.y * 0.5f; real_t half_a2 = p_euler.x * 0.5f; real_t half_a3 = p_euler.z * 0.5f; @@ -346,8 +346,9 @@ Quaternion::Quaternion(const Vector3 &p_euler) { real_t cos_a3 = Math::cos(half_a3); real_t sin_a3 = Math::sin(half_a3); - x = sin_a1 * cos_a2 * sin_a3 + cos_a1 * sin_a2 * cos_a3; - y = sin_a1 * cos_a2 * cos_a3 - cos_a1 * sin_a2 * sin_a3; - z = -sin_a1 * sin_a2 * cos_a3 + cos_a1 * cos_a2 * sin_a3; - w = sin_a1 * sin_a2 * sin_a3 + cos_a1 * cos_a2 * cos_a3; + return Quaternion( + sin_a1 * cos_a2 * sin_a3 + cos_a1 * sin_a2 * cos_a3, + sin_a1 * cos_a2 * cos_a3 - cos_a1 * sin_a2 * sin_a3, + -sin_a1 * sin_a2 * cos_a3 + cos_a1 * cos_a2 * sin_a3, + sin_a1 * sin_a2 * sin_a3 + cos_a1 * cos_a2 * cos_a3); } diff --git a/core/math/quaternion.h b/core/math/quaternion.h index 7aa400aa8c..7497f1643e 100644 --- a/core/math/quaternion.h +++ b/core/math/quaternion.h @@ -69,6 +69,7 @@ struct _NO_DISCARD_ Quaternion { Vector3 get_euler_xyz() const; Vector3 get_euler_yxz() const; Vector3 get_euler() const { return get_euler_yxz(); }; + static Quaternion from_euler(const Vector3 &p_euler); Quaternion slerp(const Quaternion &p_to, const real_t &p_weight) const; Quaternion slerpni(const Quaternion &p_to, const real_t &p_weight) const; @@ -128,8 +129,6 @@ struct _NO_DISCARD_ Quaternion { Quaternion(const Vector3 &p_axis, real_t p_angle); - Quaternion(const Vector3 &p_euler); - Quaternion(const Quaternion &p_q) : x(p_q.x), y(p_q.y), diff --git a/core/variant/variant_call.cpp b/core/variant/variant_call.cpp index 688650f532..9a887dc105 100644 --- a/core/variant/variant_call.cpp +++ b/core/variant/variant_call.cpp @@ -1806,6 +1806,7 @@ static void _register_variant_builtin_methods() { bind_method(Quaternion, spherical_cubic_interpolate, sarray("b", "pre_a", "post_b", "weight"), varray()); bind_method(Quaternion, spherical_cubic_interpolate_in_time, sarray("b", "pre_a", "post_b", "weight", "b_t", "pre_a_t", "post_b_t"), varray()); bind_method(Quaternion, get_euler, sarray(), varray()); + bind_static_method(Quaternion, from_euler, sarray("euler"), varray()); bind_method(Quaternion, get_axis, sarray(), varray()); bind_method(Quaternion, get_angle, sarray(), varray()); diff --git a/core/variant/variant_construct.cpp b/core/variant/variant_construct.cpp index 3b88dc11ca..ae9727fe79 100644 --- a/core/variant/variant_construct.cpp +++ b/core/variant/variant_construct.cpp @@ -141,7 +141,6 @@ void Variant::_register_variant_constructors() { add_constructor<VariantConstructor<Quaternion, Vector3, double>>(sarray("axis", "angle")); add_constructor<VariantConstructor<Quaternion, Vector3, Vector3>>(sarray("arc_from", "arc_to")); add_constructor<VariantConstructor<Quaternion, double, double, double, double>>(sarray("x", "y", "z", "w")); - add_constructor<VariantConstructor<Quaternion, Vector3>>(sarray("euler_yxz")); add_constructor<VariantConstructNoArgs<::AABB>>(sarray()); add_constructor<VariantConstructor<::AABB, ::AABB>>(sarray("from")); diff --git a/doc/classes/Quaternion.xml b/doc/classes/Quaternion.xml index 99dffeff9d..08a9231751 100644 --- a/doc/classes/Quaternion.xml +++ b/doc/classes/Quaternion.xml @@ -43,12 +43,6 @@ </constructor> <constructor name="Quaternion"> <return type="Quaternion" /> - <param index="0" name="euler_yxz" type="Vector3" /> - <description> - </description> - </constructor> - <constructor name="Quaternion"> - <return type="Quaternion" /> <param index="0" name="from" type="Basis" /> <description> Constructs a quaternion from the given [Basis]. @@ -86,6 +80,13 @@ <description> </description> </method> + <method name="from_euler" qualifiers="static"> + <return type="Quaternion" /> + <param index="0" name="euler" type="Vector3" /> + <description> + Constructs a Quaternion from Euler angles in YXZ rotation order. + </description> + </method> <method name="get_angle" qualifiers="const"> <return type="float" /> <description> diff --git a/editor/editor_properties.cpp b/editor/editor_properties.cpp index 84caed9db5..73691b3461 100644 --- a/editor/editor_properties.cpp +++ b/editor/editor_properties.cpp @@ -2688,7 +2688,7 @@ void EditorPropertyQuaternion::_custom_value_changed(double val) { v.y = Math::deg_to_rad(edit_euler.y); v.z = Math::deg_to_rad(edit_euler.z); - Quaternion temp_q = Quaternion(v); + Quaternion temp_q = Quaternion::from_euler(v); spin[0]->set_value(temp_q.x); spin[1]->set_value(temp_q.y); spin[2]->set_value(temp_q.z); diff --git a/modules/gltf/gltf_document.cpp b/modules/gltf/gltf_document.cpp index cb148463a7..99803ed05d 100644 --- a/modules/gltf/gltf_document.cpp +++ b/modules/gltf/gltf_document.cpp @@ -6289,7 +6289,7 @@ GLTFAnimation::Track GLTFDocument::_convert_animation_track(Ref<GLTFState> state for (int32_t key_i = 0; key_i < key_count; key_i++) { Vector3 rotation_radian = p_animation->track_get_key_value(p_track_i, key_i); - p_track.rotation_track.values.write[key_i] = Quaternion(rotation_radian); + p_track.rotation_track.values.write[key_i] = Quaternion::from_euler(rotation_radian); } } else if (path.contains(":scale")) { p_track.scale_track.times = times; diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs index d459fe8c96..c4eb3b6ad0 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs @@ -507,35 +507,6 @@ namespace Godot } /// <summary> - /// Constructs a <see cref="Quaternion"/> that will perform a rotation specified by - /// Euler angles (in the YXZ convention: when decomposing, first Z, then X, and Y last), - /// given in the vector format as (X angle, Y angle, Z angle). - /// </summary> - /// <param name="eulerYXZ">Euler angles that the quaternion will be rotated by.</param> - public Quaternion(Vector3 eulerYXZ) - { - real_t halfA1 = eulerYXZ.y * 0.5f; - real_t halfA2 = eulerYXZ.x * 0.5f; - real_t halfA3 = eulerYXZ.z * 0.5f; - - // R = Y(a1).X(a2).Z(a3) convention for Euler angles. - // Conversion to quaternion as listed in https://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/19770024290.pdf (page A-6) - // a3 is the angle of the first rotation, following the notation in this reference. - - real_t cosA1 = Mathf.Cos(halfA1); - real_t sinA1 = Mathf.Sin(halfA1); - real_t cosA2 = Mathf.Cos(halfA2); - real_t sinA2 = Mathf.Sin(halfA2); - real_t cosA3 = Mathf.Cos(halfA3); - real_t sinA3 = Mathf.Sin(halfA3); - - x = (sinA1 * cosA2 * sinA3) + (cosA1 * sinA2 * cosA3); - y = (sinA1 * cosA2 * cosA3) - (cosA1 * sinA2 * sinA3); - z = (cosA1 * cosA2 * sinA3) - (sinA1 * sinA2 * cosA3); - w = (sinA1 * sinA2 * sinA3) + (cosA1 * cosA2 * cosA3); - } - - /// <summary> /// Constructs a <see cref="Quaternion"/> that will rotate around the given axis /// by the specified angle. The axis must be a normalized vector. /// </summary> @@ -573,6 +544,37 @@ namespace Godot } /// <summary> + /// Constructs a <see cref="Quaternion"/> that will perform a rotation specified by + /// Euler angles (in the YXZ convention: when decomposing, first Z, then X, and Y last), + /// given in the vector format as (X angle, Y angle, Z angle). + /// </summary> + /// <param name="eulerYXZ">Euler angles that the quaternion will be rotated by.</param> + public static Quaternion FromEuler(Vector3 eulerYXZ) + { + real_t halfA1 = eulerYXZ.y * 0.5f; + real_t halfA2 = eulerYXZ.x * 0.5f; + real_t halfA3 = eulerYXZ.z * 0.5f; + + // R = Y(a1).X(a2).Z(a3) convention for Euler angles. + // Conversion to quaternion as listed in https://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/19770024290.pdf (page A-6) + // a3 is the angle of the first rotation, following the notation in this reference. + + real_t cosA1 = Mathf.Cos(halfA1); + real_t sinA1 = Mathf.Sin(halfA1); + real_t cosA2 = Mathf.Cos(halfA2); + real_t sinA2 = Mathf.Sin(halfA2); + real_t cosA3 = Mathf.Cos(halfA3); + real_t sinA3 = Mathf.Sin(halfA3); + + return new Quaternion( + (sinA1 * cosA2 * sinA3) + (cosA1 * sinA2 * cosA3), + (sinA1 * cosA2 * cosA3) - (cosA1 * sinA2 * sinA3), + (cosA1 * cosA2 * sinA3) - (sinA1 * sinA2 * cosA3), + (sinA1 * sinA2 * sinA3) + (cosA1 * cosA2 * cosA3) + ); + } + + /// <summary> /// Composes these two quaternions by multiplying them together. /// This has the effect of rotating the second quaternion /// (the child) by the first quaternion (the parent). diff --git a/tests/core/math/test_quaternion.h b/tests/core/math/test_quaternion.h index eb5fea1d2d..909fc2499f 100644 --- a/tests/core/math/test_quaternion.h +++ b/tests/core/math/test_quaternion.h @@ -47,9 +47,9 @@ Quaternion quat_euler_yxz_deg(Vector3 angle) { // Generate YXZ (Z-then-X-then-Y) Quaternion using single-axis Euler // constructor and quaternion product, both tested separately. - Quaternion q_y(Vector3(0.0, yaw, 0.0)); - Quaternion q_p(Vector3(pitch, 0.0, 0.0)); - Quaternion q_r(Vector3(0.0, 0.0, roll)); + Quaternion q_y = Quaternion::from_euler(Vector3(0.0, yaw, 0.0)); + Quaternion q_p = Quaternion::from_euler(Vector3(pitch, 0.0, 0.0)); + Quaternion q_r = Quaternion::from_euler(Vector3(0.0, 0.0, roll)); // Roll-Z is followed by Pitch-X, then Yaw-Y. Quaternion q_yxz = q_y * q_p * q_r; @@ -134,21 +134,21 @@ TEST_CASE("[Quaternion] Construct Euler SingleAxis") { double roll = Math::deg_to_rad(10.0); Vector3 euler_y(0.0, yaw, 0.0); - Quaternion q_y(euler_y); + Quaternion q_y = Quaternion::from_euler(euler_y); CHECK(q_y[0] == doctest::Approx(0.0)); CHECK(q_y[1] == doctest::Approx(0.382684)); CHECK(q_y[2] == doctest::Approx(0.0)); CHECK(q_y[3] == doctest::Approx(0.923879)); Vector3 euler_p(pitch, 0.0, 0.0); - Quaternion q_p(euler_p); + Quaternion q_p = Quaternion::from_euler(euler_p); CHECK(q_p[0] == doctest::Approx(0.258819)); CHECK(q_p[1] == doctest::Approx(0.0)); CHECK(q_p[2] == doctest::Approx(0.0)); CHECK(q_p[3] == doctest::Approx(0.965926)); Vector3 euler_r(0.0, 0.0, roll); - Quaternion q_r(euler_r); + Quaternion q_r = Quaternion::from_euler(euler_r); CHECK(q_r[0] == doctest::Approx(0.0)); CHECK(q_r[1] == doctest::Approx(0.0)); CHECK(q_r[2] == doctest::Approx(0.0871558)); @@ -163,11 +163,11 @@ TEST_CASE("[Quaternion] Construct Euler YXZ dynamic axes") { // Generate YXZ comparison data (Z-then-X-then-Y) using single-axis Euler // constructor and quaternion product, both tested separately. Vector3 euler_y(0.0, yaw, 0.0); - Quaternion q_y(euler_y); + Quaternion q_y = Quaternion::from_euler(euler_y); Vector3 euler_p(pitch, 0.0, 0.0); - Quaternion q_p(euler_p); + Quaternion q_p = Quaternion::from_euler(euler_p); Vector3 euler_r(0.0, 0.0, roll); - Quaternion q_r(euler_r); + Quaternion q_r = Quaternion::from_euler(euler_r); // Roll-Z is followed by Pitch-X. Quaternion check_xz = q_p * q_r; @@ -176,7 +176,7 @@ TEST_CASE("[Quaternion] Construct Euler YXZ dynamic axes") { // Test construction from YXZ Euler angles. Vector3 euler_yxz(pitch, yaw, roll); - Quaternion q(euler_yxz); + Quaternion q = Quaternion::from_euler(euler_yxz); CHECK(q[0] == doctest::Approx(check_yxz[0])); CHECK(q[1] == doctest::Approx(check_yxz[1])); CHECK(q[2] == doctest::Approx(check_yxz[2])); @@ -191,7 +191,7 @@ TEST_CASE("[Quaternion] Construct Basis Euler") { double pitch = Math::deg_to_rad(30.0); double roll = Math::deg_to_rad(10.0); Vector3 euler_yxz(pitch, yaw, roll); - Quaternion q_yxz(euler_yxz); + Quaternion q_yxz = Quaternion::from_euler(euler_yxz); Basis basis_axes = Basis::from_euler(euler_yxz); Quaternion q(basis_axes); CHECK(q.is_equal_approx(q_yxz)); @@ -209,7 +209,7 @@ TEST_CASE("[Quaternion] Construct Basis Axes") { // Quaternion from local calculation. Quaternion q_local = quat_euler_yxz_deg(Vector3(31.41, -49.16, 12.34)); // Quaternion from Euler angles constructor. - Quaternion q_euler(euler_yxz); + Quaternion q_euler = Quaternion::from_euler(euler_yxz); CHECK(q_calc.is_equal_approx(q_local)); CHECK(q_local.is_equal_approx(q_euler)); @@ -253,21 +253,21 @@ TEST_CASE("[Quaternion] Product") { double roll = Math::deg_to_rad(10.0); Vector3 euler_y(0.0, yaw, 0.0); - Quaternion q_y(euler_y); + Quaternion q_y = Quaternion::from_euler(euler_y); CHECK(q_y[0] == doctest::Approx(0.0)); CHECK(q_y[1] == doctest::Approx(0.382684)); CHECK(q_y[2] == doctest::Approx(0.0)); CHECK(q_y[3] == doctest::Approx(0.923879)); Vector3 euler_p(pitch, 0.0, 0.0); - Quaternion q_p(euler_p); + Quaternion q_p = Quaternion::from_euler(euler_p); CHECK(q_p[0] == doctest::Approx(0.258819)); CHECK(q_p[1] == doctest::Approx(0.0)); CHECK(q_p[2] == doctest::Approx(0.0)); CHECK(q_p[3] == doctest::Approx(0.965926)); Vector3 euler_r(0.0, 0.0, roll); - Quaternion q_r(euler_r); + Quaternion q_r = Quaternion::from_euler(euler_r); CHECK(q_r[0] == doctest::Approx(0.0)); CHECK(q_r[1] == doctest::Approx(0.0)); CHECK(q_r[2] == doctest::Approx(0.0871558)); diff --git a/tests/scene/test_animation.h b/tests/scene/test_animation.h index 9199713fd9..ca80f0ecab 100644 --- a/tests/scene/test_animation.h +++ b/tests/scene/test_animation.h @@ -140,13 +140,13 @@ TEST_CASE("[Animation] Create 3D rotation track") { Ref<Animation> animation = memnew(Animation); const int track_index = animation->add_track(Animation::TYPE_ROTATION_3D); animation->track_set_path(track_index, NodePath("Enemy:rotation")); - animation->rotation_track_insert_key(track_index, 0.0, Quaternion(Vector3(0, 1, 2))); - animation->rotation_track_insert_key(track_index, 0.5, Quaternion(Vector3(3.5, 4, 5))); + animation->rotation_track_insert_key(track_index, 0.0, Quaternion::from_euler(Vector3(0, 1, 2))); + animation->rotation_track_insert_key(track_index, 0.5, Quaternion::from_euler(Vector3(3.5, 4, 5))); CHECK(animation->get_track_count() == 1); CHECK(!animation->track_is_compressed(0)); - CHECK(Quaternion(animation->track_get_key_value(0, 0)).is_equal_approx(Quaternion(Vector3(0, 1, 2)))); - CHECK(Quaternion(animation->track_get_key_value(0, 1)).is_equal_approx(Quaternion(Vector3(3.5, 4, 5)))); + CHECK(Quaternion(animation->track_get_key_value(0, 0)).is_equal_approx(Quaternion::from_euler(Vector3(0, 1, 2)))); + CHECK(Quaternion(animation->track_get_key_value(0, 1)).is_equal_approx(Quaternion::from_euler(Vector3(3.5, 4, 5)))); Quaternion r_interpolation; diff --git a/tests/test_validate_testing.h b/tests/test_validate_testing.h index 1471a952cd..41185a7d16 100644 --- a/tests/test_validate_testing.h +++ b/tests/test_validate_testing.h @@ -86,7 +86,7 @@ TEST_SUITE("Validate tests") { Plane plane(Vector3(1, 1, 1), 1.0); INFO(plane); - Quaternion quat(Vector3(0.5, 1.0, 2.0)); + Quaternion quat = Quaternion::from_euler(Vector3(0.5, 1.0, 2.0)); INFO(quat); AABB aabb(Vector3(), Vector3(100, 100, 100)); |