[3.x] Add Quat angle_to method
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@ -33,6 +33,11 @@
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#include "core/math/basis.h"
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#include "core/print_string.h"
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real_t Quat::angle_to(const Quat &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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// set_euler_xyz expects 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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@ -48,6 +48,7 @@ public:
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bool is_normalized() const;
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Quat inverse() const;
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_FORCE_INLINE_ real_t dot(const Quat &p_q) const;
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real_t angle_to(const Quat &p_to) const;
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void set_euler_xyz(const Vector3 &p_euler);
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Vector3 get_euler_xyz() const;
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@ -497,6 +497,7 @@ struct _VariantCall {
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VCALL_LOCALMEM0R(Quat, is_normalized);
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VCALL_LOCALMEM1R(Quat, is_equal_approx);
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VCALL_LOCALMEM0R(Quat, inverse);
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VCALL_LOCALMEM1R(Quat, angle_to);
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VCALL_LOCALMEM1R(Quat, dot);
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VCALL_LOCALMEM1R(Quat, xform);
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VCALL_LOCALMEM2R(Quat, slerp);
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@ -1816,6 +1817,7 @@ void register_variant_methods() {
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ADDFUNC0R(QUAT, BOOL, Quat, is_normalized, varray());
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ADDFUNC1R(QUAT, BOOL, Quat, is_equal_approx, QUAT, "quat", varray());
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ADDFUNC0R(QUAT, QUAT, Quat, inverse, varray());
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ADDFUNC1R(QUAT, REAL, Quat, angle_to, QUAT, "to", varray());
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ADDFUNC1R(QUAT, REAL, Quat, dot, QUAT, "b", varray());
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ADDFUNC1R(QUAT, VECTOR3, Quat, xform, VECTOR3, "v", varray());
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ADDFUNC2R(QUAT, QUAT, Quat, slerp, QUAT, "to", REAL, "weight", varray());
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@ -57,6 +57,16 @@
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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">
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<return type="float">
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</return>
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<argument index="0" name="to" type="Quat">
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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 [method @GDScript.is_zero_approx] will not work reliably.
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</description>
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</method>
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<method name="cubic_slerp">
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<return type="Quat">
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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(Quat 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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