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Allow getting Quaternion rotation in different Euler orders
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@ -38,25 +38,11 @@ real_t Quaternion::angle_to(const Quaternion &p_to) const {
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return Math::acos(CLAMP(d * d * 2 - 1, -1, 1));
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}
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// get_euler_xyz returns a vector containing the Euler angles in the format
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// (ax,ay,az), where ax is the angle of rotation around x axis,
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// and similar for other axes.
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// This implementation uses XYZ convention (Z is the first rotation).
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Vector3 Quaternion::get_euler_xyz() const {
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Basis m(*this);
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return m.get_euler(EulerOrder::XYZ);
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}
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// get_euler_yxz returns a vector containing the Euler angles in the format
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// (ax,ay,az), where ax is the angle of rotation around x axis,
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// and similar for other axes.
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// This implementation uses YXZ convention (Z is the first rotation).
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Vector3 Quaternion::get_euler_yxz() const {
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Vector3 Quaternion::get_euler(EulerOrder p_order) const {
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#ifdef MATH_CHECKS
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ERR_FAIL_COND_V_MSG(!is_normalized(), Vector3(0, 0, 0), "The quaternion must be normalized.");
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#endif
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Basis m(*this);
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return m.get_euler(EulerOrder::YXZ);
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return Basis(*this).get_euler(p_order);
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}
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void Quaternion::operator*=(const Quaternion &p_q) {
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@ -66,9 +66,7 @@ struct _NO_DISCARD_ Quaternion {
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_FORCE_INLINE_ real_t dot(const Quaternion &p_q) const;
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real_t angle_to(const Quaternion &p_to) const;
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Vector3 get_euler_xyz() const;
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Vector3 get_euler_yxz() const;
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Vector3 get_euler() const { return get_euler_yxz(); };
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Vector3 get_euler(EulerOrder p_order = EulerOrder::YXZ) const;
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static Quaternion from_euler(const Vector3 &p_euler);
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Quaternion slerp(const Quaternion &p_to, const real_t &p_weight) const;
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@ -1805,7 +1805,7 @@ static void _register_variant_builtin_methods() {
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bind_method(Quaternion, slerpni, sarray("to", "weight"), varray());
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bind_method(Quaternion, spherical_cubic_interpolate, sarray("b", "pre_a", "post_b", "weight"), varray());
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bind_method(Quaternion, spherical_cubic_interpolate_in_time, sarray("b", "pre_a", "post_b", "weight", "b_t", "pre_a_t", "post_b_t"), varray());
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bind_method(Quaternion, get_euler, sarray(), varray());
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bind_method(Quaternion, get_euler, sarray("order"), varray((int64_t)EulerOrder::YXZ));
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bind_static_method(Quaternion, from_euler, sarray("euler"), varray());
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bind_method(Quaternion, get_axis, sarray(), varray());
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bind_method(Quaternion, get_angle, sarray(), varray());
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@ -99,8 +99,9 @@
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</method>
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<method name="get_euler" qualifiers="const">
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<return type="Vector3" />
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<param index="0" name="order" type="int" default="2" />
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<description>
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Returns Euler angles (in the YXZ convention: when decomposing, first Z, then X, and Y last) corresponding to the rotation represented by the unit quaternion. Returned vector contains the rotation angles in the format (X angle, Y angle, Z angle).
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Returns the quaternion's rotation in the form of Euler angles. The Euler order depends on the [param order] parameter, for example using the YXZ convention: since this method decomposes, first Z, then X, and Y last. See the [enum EulerOrder] enum for possible values. The returned vector contains the rotation angles in the format (X angle, Y angle, Z angle).
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</description>
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</method>
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<method name="inverse" qualifiers="const">
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@ -2725,7 +2725,7 @@ void EditorPropertyQuaternion::update_property() {
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spin[2]->set_value(val.z);
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spin[3]->set_value(val.w);
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if (!is_grabbing_euler()) {
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Vector3 v = val.normalized().get_euler_yxz();
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Vector3 v = val.normalized().get_euler();
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edit_euler.x = Math::rad_to_deg(v.x);
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edit_euler.y = Math::rad_to_deg(v.y);
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edit_euler.z = Math::rad_to_deg(v.z);
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@ -312,7 +312,7 @@ namespace Godot
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/// the rotation angles in the format (X angle, Y angle, Z angle).
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/// </summary>
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/// <returns>The Euler angle representation of this quaternion.</returns>
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public Vector3 GetEuler()
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public Vector3 GetEuler(EulerOrder order = EulerOrder.Yxz)
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{
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#if DEBUG
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if (!IsNormalized())
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@ -321,7 +321,7 @@ namespace Godot
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}
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#endif
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var basis = new Basis(this);
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return basis.GetEuler();
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return basis.GetEuler(order);
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}
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/// <summary>
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@ -169,10 +169,9 @@ TEST_CASE("[Quaternion] Construct Euler YXZ dynamic axes") {
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Vector3 euler_r(0.0, 0.0, roll);
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Quaternion q_r = Quaternion::from_euler(euler_r);
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// Roll-Z is followed by Pitch-X.
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Quaternion check_xz = q_p * q_r;
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// Then Yaw-Y follows both.
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Quaternion check_yxz = q_y * check_xz;
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// Instrinsically, Yaw-Y then Pitch-X then Roll-Z.
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// Extrinsically, Roll-Z is followed by Pitch-X, then Yaw-Y.
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Quaternion check_yxz = q_y * q_p * q_r;
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// Test construction from YXZ Euler angles.
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Vector3 euler_yxz(pitch, yaw, roll);
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@ -182,8 +181,9 @@ TEST_CASE("[Quaternion] Construct Euler YXZ dynamic axes") {
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CHECK(q[2] == doctest::Approx(check_yxz[2]));
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CHECK(q[3] == doctest::Approx(check_yxz[3]));
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// Sneak in a test of is_equal_approx.
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CHECK(q.is_equal_approx(check_yxz));
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CHECK(q.get_euler().is_equal_approx(euler_yxz));
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CHECK(check_yxz.get_euler().is_equal_approx(euler_yxz));
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}
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TEST_CASE("[Quaternion] Construct Basis Euler") {
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@ -235,6 +235,23 @@ TEST_CASE("[Quaternion] Construct Basis Axes") {
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CHECK(q[3] == doctest::Approx(0.8582598));
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}
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TEST_CASE("[Quaternion] Get Euler Orders") {
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double x = Math::deg_to_rad(30.0);
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double y = Math::deg_to_rad(45.0);
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double z = Math::deg_to_rad(10.0);
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Vector3 euler(x, y, z);
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for (int i = 0; i < 6; i++) {
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EulerOrder order = (EulerOrder)i;
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Basis basis = Basis::from_euler(euler, order);
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Quaternion q = Quaternion(basis);
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Vector3 check = q.get_euler(order);
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CHECK_MESSAGE(check.is_equal_approx(euler),
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"Quaternion get_euler method should return the original angles.");
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CHECK_MESSAGE(check.is_equal_approx(basis.get_euler(order)),
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"Quaternion get_euler method should behave the same as Basis get_euler.");
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}
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}
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TEST_CASE("[Quaternion] Product (book)") {
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// Example from "Quaternions and Rotation Sequences" by Jack Kuipers, p. 108.
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Quaternion p(1.0, -2.0, 1.0, 3.0);
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