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-rw-r--r--core/math/quat.cpp93
1 files changed, 56 insertions, 37 deletions
diff --git a/core/math/quat.cpp b/core/math/quat.cpp
index 73124e5e8e..055e2b7c35 100644
--- a/core/math/quat.cpp
+++ b/core/math/quat.cpp
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,22 +27,40 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "quat.h"
+#include "matrix3.h"
#include "print_string.h"
+// set_euler expects a vector containing the Euler angles in the format
+// (c,b,a), where a is the angle of the first rotation, and c is the last.
+// The current implementation uses XYZ convention (Z is the first rotation).
void Quat::set_euler(const Vector3& p_euler) {
- real_t half_yaw = p_euler.x * 0.5;
- real_t half_pitch = p_euler.y * 0.5;
- real_t half_roll = p_euler.z * 0.5;
- real_t cos_yaw = Math::cos(half_yaw);
- real_t sin_yaw = Math::sin(half_yaw);
- real_t cos_pitch = Math::cos(half_pitch);
- real_t sin_pitch = Math::sin(half_pitch);
- real_t cos_roll = Math::cos(half_roll);
- real_t sin_roll = Math::sin(half_roll);
- set(cos_roll * sin_pitch * cos_yaw+sin_roll * cos_pitch * sin_yaw,
- cos_roll * cos_pitch * sin_yaw - sin_roll * sin_pitch * cos_yaw,
- sin_roll * cos_pitch * cos_yaw - cos_roll * sin_pitch * sin_yaw,
- cos_roll * cos_pitch * cos_yaw+sin_roll * sin_pitch * sin_yaw);
+ real_t half_a1 = p_euler.x * 0.5;
+ real_t half_a2 = p_euler.y * 0.5;
+ real_t half_a3 = p_euler.z * 0.5;
+
+ // R = X(a1).Y(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-2)
+ // a3 is the angle of the first rotation, following the notation in this reference.
+
+ real_t cos_a1 = Math::cos(half_a1);
+ real_t sin_a1 = Math::sin(half_a1);
+ real_t cos_a2 = Math::cos(half_a2);
+ real_t sin_a2 = Math::sin(half_a2);
+ real_t cos_a3 = Math::cos(half_a3);
+ real_t sin_a3 = Math::sin(half_a3);
+
+ set(sin_a1*cos_a2*cos_a3 + sin_a2*sin_a3*cos_a1,
+ -sin_a1*sin_a3*cos_a2 + sin_a2*cos_a1*cos_a3,
+ sin_a1*sin_a2*cos_a3 + sin_a3*cos_a1*cos_a2,
+ -sin_a1*sin_a2*sin_a3 + cos_a1*cos_a2*cos_a3);
+}
+
+// get_euler returns a vector containing the Euler angles in the format
+// (a1,a2,a3), where a3 is the angle of the first rotation, and a1 is the last.
+// The current implementation uses XYZ convention (Z is the first rotation).
+Vector3 Quat::get_euler() const {
+ Basis m(*this);
+ return m.get_euler();
}
void Quat::operator*=(const Quat& q) {
@@ -126,26 +144,25 @@ Quat Quat::slerp(const Quat& q, const real_t& t) const {
}
#else
- real_t to1[4];
+ Quat to1;
real_t omega, cosom, sinom, scale0, scale1;
// calc cosine
- cosom = x * q.x + y * q.y + z * q.z
- + w * q.w;
-
+ cosom = dot(q);
// adjust signs (if necessary)
if ( cosom <0.0 ) {
- cosom = -cosom; to1[0] = - q.x;
- to1[1] = - q.y;
- to1[2] = - q.z;
- to1[3] = - q.w;
+ cosom = -cosom;
+ to1.x = - q.x;
+ to1.y = - q.y;
+ to1.z = - q.z;
+ to1.w = - q.w;
} else {
- to1[0] = q.x;
- to1[1] = q.y;
- to1[2] = q.z;
- to1[3] = q.w;
+ to1.x = q.x;
+ to1.y = q.y;
+ to1.z = q.z;
+ to1.w = q.w;
}
@@ -165,10 +182,10 @@ Quat Quat::slerp(const Quat& q, const real_t& t) const {
}
// calculate final values
return Quat(
- scale0 * x + scale1 * to1[0],
- scale0 * y + scale1 * to1[1],
- scale0 * z + scale1 * to1[2],
- scale0 * w + scale1 * to1[3]
+ scale0 * x + scale1 * to1.x,
+ scale0 * y + scale1 * to1.y,
+ scale0 * z + scale1 * to1.z,
+ scale0 * w + scale1 * to1.w
);
#endif
}
@@ -186,10 +203,10 @@ Quat Quat::slerpni(const Quat& q, const real_t& t) const {
newFactor = Math::sin(t * theta) * sinT,
invFactor = Math::sin((1.0f - t) * theta) * sinT;
- return Quat( invFactor * from.x + newFactor * q.x,
- invFactor * from.y + newFactor * q.y,
- invFactor * from.z + newFactor * q.z,
- invFactor * from.w + newFactor * q.w );
+ return Quat(invFactor * from.x + newFactor * q.x,
+ invFactor * from.y + newFactor * q.y,
+ invFactor * from.z + newFactor * q.z,
+ invFactor * from.w + newFactor * q.w);
#if 0
real_t to1[4];
@@ -203,7 +220,7 @@ Quat Quat::slerpni(const Quat& q, const real_t& t) const {
// adjust signs (if necessary)
if ( cosom <0.0 && false) {
- cosom = -cosom; to1[0] = - q.x;
+ cosom = -cosom;to1[0] = - q.x;
to1[1] = - q.y;
to1[2] = - q.z;
to1[3] = - q.w;
@@ -260,8 +277,10 @@ Quat::Quat(const Vector3& axis, const real_t& angle) {
if (d==0)
set(0,0,0,0);
else {
- real_t s = Math::sin(-angle * 0.5) / d;
+ real_t sin_angle = Math::sin(angle * 0.5);
+ real_t cos_angle = Math::cos(angle * 0.5);
+ real_t s = sin_angle / d;
set(axis.x * s, axis.y * s, axis.z * s,
- Math::cos(-angle * 0.5));
+ cos_angle);
}
}