Merge pull request #44156 from aaronfranke/quat-angle-to
Add Quaternion angle_to method
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7aebb8f81c
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@ -33,6 +33,11 @@
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#include "core/math/basis.h"
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#include "core/string/print_string.h"
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real_t Quaternion::angle_to(const Quaternion &p_to) const {
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real_t d = dot(p_to);
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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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@ -28,8 +28,8 @@
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef QUAT_H
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#define QUAT_H
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#ifndef QUATERNION_H
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#define QUATERNION_H
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#include "core/math/math_defs.h"
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#include "core/math/math_funcs.h"
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@ -62,6 +62,7 @@ public:
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bool is_normalized() const;
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Quaternion inverse() const;
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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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@ -235,4 +236,4 @@ _FORCE_INLINE_ Quaternion operator*(const real_t &p_real, const Quaternion &p_qu
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return p_quaternion * p_real;
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}
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#endif // QUAT_H
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#endif // QUATERNION_H
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@ -1552,6 +1552,7 @@ static void _register_variant_builtin_methods() {
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bind_method(Quaternion, is_normalized, sarray(), varray());
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bind_method(Quaternion, is_equal_approx, sarray("to"), varray());
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bind_method(Quaternion, inverse, sarray(), varray());
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bind_method(Quaternion, angle_to, sarray("to"), varray());
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bind_method(Quaternion, dot, sarray("with"), varray());
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bind_method(Quaternion, slerp, sarray("to", "weight"), varray());
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bind_method(Quaternion, slerpni, sarray("to", "weight"), varray());
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@ -83,6 +83,16 @@
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Constructs a quaternion defined by the given values.
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</description>
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</method>
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<method name="angle_to" qualifiers="const">
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<return type="float">
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</return>
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<argument index="0" name="to" type="Quaternion">
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</argument>
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<description>
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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.
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[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.
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</description>
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</method>
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<method name="cubic_slerp" qualifiers="const">
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<return type="Quaternion">
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</return>
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@ -113,6 +113,23 @@ namespace Godot
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get { return Dot(this); }
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}
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/// <summary>
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/// Returns the angle between this quaternion and `to`.
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/// This is the magnitude of the angle you would need to rotate
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/// by to get from one to the other.
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///
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/// Note: This method has an abnormally high amount
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/// of floating-point error, so methods such as
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/// <see cref="Mathf.IsZeroApprox"/> will not work reliably.
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/// </summary>
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/// <param name="to">The other quaternion.</param>
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/// <returns>The angle between the quaternions.</returns>
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public real_t AngleTo(Quaternion to)
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{
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real_t dot = Dot(to);
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return Mathf.Acos(Mathf.Clamp(dot * dot * 2 - 1, -1, 1));
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}
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/// <summary>
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/// Performs a cubic spherical interpolation between quaternions `preA`,
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/// this vector, `b`, and `postB`, by the given amount `t`.
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