From a94168459004e93a9c9431d29bac04fec3850631 Mon Sep 17 00:00:00 2001 From: Kelly Thomas Date: Sun, 19 Aug 2018 21:27:15 +0800 Subject: mono: Quat - add some missing constructors and methods --- core/math/quat.cpp | 2 +- modules/mono/glue/cs_files/Basis.cs | 2 +- modules/mono/glue/cs_files/Quat.cs | 97 ++++++++++++++++++++++++++----------- 3 files changed, 71 insertions(+), 30 deletions(-) diff --git a/core/math/quat.cpp b/core/math/quat.cpp index 67c9048a41..2251571146 100644 --- a/core/math/quat.cpp +++ b/core/math/quat.cpp @@ -134,7 +134,7 @@ Quat Quat::normalized() const { } bool Quat::is_normalized() const { - return Math::is_equal_approx(length(), 1.0); + return Math::is_equal_approx(length_squared(), 1.0); } Quat Quat::inverse() const { diff --git a/modules/mono/glue/cs_files/Basis.cs b/modules/mono/glue/cs_files/Basis.cs index c280d32c61..10286f3832 100644 --- a/modules/mono/glue/cs_files/Basis.cs +++ b/modules/mono/glue/cs_files/Basis.cs @@ -426,7 +426,7 @@ namespace Godot public Basis(Quat quat) { - real_t s = 2.0f / quat.LengthSquared(); + real_t s = 2.0f / quat.LengthSquared; real_t xs = quat.x * s; real_t ys = quat.y * s; diff --git a/modules/mono/glue/cs_files/Quat.cs b/modules/mono/glue/cs_files/Quat.cs index c69c55d997..eaa027eb69 100644 --- a/modules/mono/glue/cs_files/Quat.cs +++ b/modules/mono/glue/cs_files/Quat.cs @@ -11,18 +11,11 @@ namespace Godot [StructLayout(LayoutKind.Sequential)] public struct Quat : IEquatable { - private static readonly Quat identity = new Quat(0f, 0f, 0f, 1f); - public real_t x; public real_t y; public real_t z; public real_t w; - public static Quat Identity - { - get { return identity; } - } - public real_t this[int index] { get @@ -63,6 +56,16 @@ namespace Godot } } + public real_t Length + { + get { return Mathf.Sqrt(LengthSquared); } + } + + public real_t LengthSquared + { + get { return Dot(this); } + } + public Quat CubicSlerp(Quat b, Quat preA, Quat postB, real_t t) { real_t t2 = (1.0f - t) * t * 2f; @@ -76,24 +79,20 @@ namespace Godot return x * b.x + y * b.y + z * b.z + w * b.w; } - public Quat Inverse() - { - return new Quat(-x, -y, -z, w); - } - - public real_t Length() + public Vector3 GetEuler() { - return Mathf.Sqrt(LengthSquared()); + var basis = new Basis(this); + return basis.GetEuler(); } - public real_t LengthSquared() + public Quat Inverse() { - return Dot(this); + return new Quat(-x, -y, -z, w); } public Quat Normalized() { - return this / Length(); + return this / Length; } public void Set(real_t x, real_t y, real_t z, real_t w) @@ -103,12 +102,20 @@ namespace Godot this.z = z; this.w = w; } + public void Set(Quat q) { - x = q.x; - y = q.y; - z = q.z; - w = q.w; + this = q; + } + + public void SetAxisAngle(Vector3 axis, real_t angle) + { + this = new Quat(axis, angle); + } + + public void SetEuler(Vector3 eulerYXZ) + { + this = new Quat(eulerYXZ); } public Quat Slerp(Quat b, real_t t) @@ -192,6 +199,9 @@ namespace Godot return new Vector3(q.x, q.y, q.z); } + // Static Readonly Properties + public static Quat Identity { get; } = new Quat(0f, 0f, 0f, 1f); + // Constructors public Quat(real_t x, real_t y, real_t z, real_t w) { @@ -199,15 +209,46 @@ namespace Godot this.y = y; this.z = z; this.w = w; - } + } + + public bool IsNormalized() + { + return Mathf.Abs(LengthSquared - 1) <= Mathf.Epsilon; + } + public Quat(Quat q) - { - x = q.x; - y = q.y; - z = q.z; - w = q.w; + { + this = q; + } + + public Quat(Basis basis) + { + this = basis.Quat(); } - + + public Quat(Vector3 eulerYXZ) + { + real_t half_a1 = eulerYXZ.y * (real_t)0.5; + real_t half_a2 = eulerYXZ.x * (real_t)0.5; + real_t half_a3 = eulerYXZ.z * (real_t)0.5; + + // 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 cos_a1 = Mathf.Cos(half_a1); + real_t sin_a1 = Mathf.Sin(half_a1); + real_t cos_a2 = Mathf.Cos(half_a2); + real_t sin_a2 = Mathf.Sin(half_a2); + real_t cos_a3 = Mathf.Cos(half_a3); + real_t sin_a3 = Mathf.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; + } + public Quat(Vector3 axis, real_t angle) { real_t d = axis.Length(); -- cgit v1.2.3