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-rw-r--r--core/math/quaternion.h34
1 files changed, 15 insertions, 19 deletions
diff --git a/core/math/quaternion.h b/core/math/quaternion.h
index 35324323b3..9801746659 100644
--- a/core/math/quaternion.h
+++ b/core/math/quaternion.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -36,8 +36,7 @@
#include "core/math/vector3.h"
#include "core/string/ustring.h"
-class Quaternion {
-public:
+struct _NO_DISCARD_ Quaternion {
union {
struct {
real_t x;
@@ -61,6 +60,8 @@ public:
Quaternion normalized() const;
bool is_normalized() const;
Quaternion inverse() const;
+ Quaternion log() const;
+ Quaternion exp() const;
_FORCE_INLINE_ real_t dot(const Quaternion &p_q) const;
real_t angle_to(const Quaternion &p_to) const;
@@ -72,6 +73,9 @@ public:
Quaternion slerpni(const Quaternion &p_to, const real_t &p_weight) const;
Quaternion cubic_slerp(const Quaternion &p_b, const Quaternion &p_pre_a, const Quaternion &p_post_b, const real_t &p_weight) const;
+ Vector3 get_axis() const;
+ float get_angle() const;
+
_FORCE_INLINE_ void get_axis_angle(Vector3 &r_axis, real_t &r_angle) const {
r_angle = 2 * Math::acos(w);
real_t r = ((real_t)1) / Math::sqrt(1 - w * w);
@@ -83,13 +87,6 @@ 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.");
@@ -138,12 +135,11 @@ public:
w(p_q.w) {
}
- Quaternion &operator=(const Quaternion &p_q) {
+ void operator=(const Quaternion &p_q) {
x = p_q.x;
y = p_q.y;
z = p_q.z;
w = p_q.w;
- return *this;
}
Quaternion(const Vector3 &v0, const Vector3 &v1) // shortest arc
@@ -151,19 +147,19 @@ public:
Vector3 c = v0.cross(v1);
real_t d = v0.dot(v1);
- if (d < -1.0 + CMP_EPSILON) {
+ if (d < -1.0f + (real_t)CMP_EPSILON) {
x = 0;
y = 1;
z = 0;
w = 0;
} else {
- real_t s = Math::sqrt((1.0 + d) * 2.0);
- real_t rs = 1.0 / s;
+ real_t s = Math::sqrt((1.0f + d) * 2.0f);
+ real_t rs = 1.0f / s;
x = c.x * rs;
y = c.y * rs;
z = c.z * rs;
- w = s * 0.5;
+ w = s * 0.5f;
}
}
};
@@ -198,7 +194,7 @@ void Quaternion::operator*=(const real_t &s) {
}
void Quaternion::operator/=(const real_t &s) {
- *this *= 1.0 / s;
+ *this *= 1.0f / s;
}
Quaternion Quaternion::operator+(const Quaternion &q2) const {
@@ -221,7 +217,7 @@ Quaternion Quaternion::operator*(const real_t &s) const {
}
Quaternion Quaternion::operator/(const real_t &s) const {
- return *this * (1.0 / s);
+ return *this * (1.0f / s);
}
bool Quaternion::operator==(const Quaternion &p_quaternion) const {