Add Quaternion angle_to method

This commit is contained in:
Aaron Franke 2020-12-07 01:40:46 -05:00
parent 8ffb631cdb
commit 93b494d4ae
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GPG key ID: 40A1750B977E56BF
5 changed files with 37 additions and 3 deletions

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@ -33,6 +33,11 @@
#include "core/math/basis.h"
#include "core/string/print_string.h"
real_t Quaternion::angle_to(const Quaternion &p_to) const {
real_t d = dot(p_to);
return Math::acos(CLAMP(d * d * 2 - 1, -1, 1));
}
// get_euler_xyz returns a vector containing the Euler angles in the format
// (ax,ay,az), where ax is the angle of rotation around x axis,
// and similar for other axes.

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@ -28,8 +28,8 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef QUAT_H
#define QUAT_H
#ifndef QUATERNION_H
#define QUATERNION_H
#include "core/math/math_defs.h"
#include "core/math/math_funcs.h"
@ -62,6 +62,7 @@ public:
bool is_normalized() const;
Quaternion inverse() const;
_FORCE_INLINE_ real_t dot(const Quaternion &p_q) const;
real_t angle_to(const Quaternion &p_to) const;
Vector3 get_euler_xyz() const;
Vector3 get_euler_yxz() const;
@ -235,4 +236,4 @@ _FORCE_INLINE_ Quaternion operator*(const real_t &p_real, const Quaternion &p_qu
return p_quaternion * p_real;
}
#endif // QUAT_H
#endif // QUATERNION_H

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@ -1552,6 +1552,7 @@ static void _register_variant_builtin_methods() {
bind_method(Quaternion, is_normalized, sarray(), varray());
bind_method(Quaternion, is_equal_approx, sarray("to"), varray());
bind_method(Quaternion, inverse, sarray(), varray());
bind_method(Quaternion, angle_to, sarray("to"), varray());
bind_method(Quaternion, dot, sarray("with"), varray());
bind_method(Quaternion, slerp, sarray("to", "weight"), varray());
bind_method(Quaternion, slerpni, sarray("to", "weight"), varray());

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@ -83,6 +83,16 @@
Constructs a quaternion defined by the given values.
</description>
</method>
<method name="angle_to" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="to" type="Quaternion">
</argument>
<description>
Returns the angle between this quaternion and [code]to[/code]. This is the magnitude of the angle you would need to rotate by to get from one to the other.
[b]Note:[/b] This method has an abnormally high amount of floating-point error, so methods such as [code]is_zero_approx[/code] will not work reliably.
</description>
</method>
<method name="cubic_slerp" qualifiers="const">
<return type="Quaternion">
</return>

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@ -113,6 +113,23 @@ namespace Godot
get { return Dot(this); }
}
/// <summary>
/// Returns the angle between this quaternion and `to`.
/// This is the magnitude of the angle you would need to rotate
/// by to get from one to the other.
///
/// Note: This method has an abnormally high amount
/// of floating-point error, so methods such as
/// <see cref="Mathf.IsZeroApprox"/> will not work reliably.
/// </summary>
/// <param name="to">The other quaternion.</param>
/// <returns>The angle between the quaternions.</returns>
public real_t AngleTo(Quaternion to)
{
real_t dot = Dot(to);
return Mathf.Acos(Mathf.Clamp(dot * dot * 2 - 1, -1, 1));
}
/// <summary>
/// Performs a cubic spherical interpolation between quaternions `preA`,
/// this vector, `b`, and `postB`, by the given amount `t`.