From 4c5cefe4fe84f76e841e38b21dc165d16e1e4812 Mon Sep 17 00:00:00 2001 From: Raul Santos Date: Wed, 24 Aug 2022 12:03:53 +0200 Subject: C#: Rename and fix `Quaternion.SphericalCubicInterpolate` --- .../glue/GodotSharp/GodotSharp/Core/Quaternion.cs | 70 +++++++++++++--------- 1 file changed, 42 insertions(+), 28 deletions(-) (limited to 'modules/mono/glue/GodotSharp') diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs index 7c54571be8..8568ecf299 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs @@ -132,7 +132,7 @@ namespace Godot } /// - /// Performs a cubic spherical interpolation between quaternions , this quaternion, + /// Performs a spherical cubic interpolation between quaternions , this quaternion, /// , and , by the given amount . /// /// The destination quaternion. @@ -140,45 +140,59 @@ namespace Godot /// A quaternion after . /// A value on the range of 0.0 to 1.0, representing the amount of interpolation. /// The interpolated quaternion. - public Quaternion CubicSlerp(Quaternion b, Quaternion preA, Quaternion postB, real_t weight) + public Quaternion SphericalCubicInterpolate(Quaternion b, Quaternion preA, Quaternion postB, real_t weight) { +#if DEBUG + if (!IsNormalized()) + { + throw new InvalidOperationException("Quaternion is not normalized"); + } + if (!b.IsNormalized()) + { + throw new ArgumentException("Argument is not normalized", nameof(b)); + } +#endif + // Align flip phases. - Quaternion retQ = new Basis(this).GetRotationQuaternion(); + Quaternion fromQ = new Basis(this).GetRotationQuaternion(); Quaternion preQ = new Basis(preA).GetRotationQuaternion(); Quaternion toQ = new Basis(b).GetRotationQuaternion(); Quaternion postQ = new Basis(postB).GetRotationQuaternion(); // Flip quaternions to shortest path if necessary. - bool flip1 = Math.Sign(retQ.Dot(preQ)) < 0; + bool flip1 = Math.Sign(fromQ.Dot(preQ)) < 0; preQ = flip1 ? -preQ : preQ; - bool flip2 = Math.Sign(retQ.Dot(toQ)) < 0; + bool flip2 = Math.Sign(fromQ.Dot(toQ)) < 0; toQ = flip2 ? -toQ : toQ; bool flip3 = flip2 ? toQ.Dot(postQ) <= 0 : Math.Sign(toQ.Dot(postQ)) < 0; postQ = flip3 ? -postQ : postQ; - if (flip1 || flip2 || flip3) - { - // Angle is too large, calc by Approximate. - retQ.x = Mathf.CubicInterpolate(retQ.x, toQ.x, preQ.x, postQ.x, weight); - retQ.y = Mathf.CubicInterpolate(retQ.y, toQ.y, preQ.y, postQ.y, weight); - retQ.z = Mathf.CubicInterpolate(retQ.z, toQ.z, preQ.z, postQ.z, weight); - retQ.w = Mathf.CubicInterpolate(retQ.w, toQ.w, preQ.w, postQ.w, weight); - retQ = retQ.Normalized(); - } - else - { - // Calc by Expmap. - Quaternion ln_ret = retQ.Log(); - Quaternion ln_to = toQ.Log(); - Quaternion ln_pre = preQ.Log(); - Quaternion ln_post = postQ.Log(); - Quaternion ln = new Quaternion(0, 0, 0, 0); - ln.x = Mathf.CubicInterpolate(ln_ret.x, ln_to.x, ln_pre.x, ln_post.x, weight); - ln.y = Mathf.CubicInterpolate(ln_ret.y, ln_to.y, ln_pre.y, ln_post.y, weight); - ln.z = Mathf.CubicInterpolate(ln_ret.z, ln_to.z, ln_pre.z, ln_post.z, weight); - retQ = ln.Exp(); - } - return retQ; + // Calc by Expmap in fromQ space. + Quaternion lnFrom = new Quaternion(0, 0, 0, 0); + Quaternion lnTo = (fromQ.Inverse() * toQ).Log(); + Quaternion lnPre = (fromQ.Inverse() * preQ).Log(); + Quaternion lnPost = (fromQ.Inverse() * postQ).Log(); + Quaternion ln = new Quaternion( + Mathf.CubicInterpolate(lnFrom.x, lnTo.x, lnPre.x, lnPost.x, weight), + Mathf.CubicInterpolate(lnFrom.y, lnTo.y, lnPre.y, lnPost.y, weight), + Mathf.CubicInterpolate(lnFrom.z, lnTo.z, lnPre.z, lnPost.z, weight), + 0); + Quaternion q1 = fromQ * ln.Exp(); + + // Calc by Expmap in toQ space. + lnFrom = (toQ.Inverse() * fromQ).Log(); + lnTo = new Quaternion(0, 0, 0, 0); + lnPre = (toQ.Inverse() * preQ).Log(); + lnPost = (toQ.Inverse() * postQ).Log(); + ln = new Quaternion( + Mathf.CubicInterpolate(lnFrom.x, lnTo.x, lnPre.x, lnPost.x, weight), + Mathf.CubicInterpolate(lnFrom.y, lnTo.y, lnPre.y, lnPost.y, weight), + Mathf.CubicInterpolate(lnFrom.z, lnTo.z, lnPre.z, lnPost.z, weight), + 0); + Quaternion q2 = toQ * ln.Exp(); + + // To cancel error made by Expmap ambiguity, do blends. + return q1.Slerp(q2, weight); } /// -- cgit v1.2.3