diff options
author | Konstantin Ritt <ritt.ks@gmail.com> | 2015-02-26 17:51:26 +0400 |
---|---|---|
committer | Konstantin Ritt <ritt.ks@gmail.com> | 2015-03-07 01:14:15 +0000 |
commit | da681a41cbe10be643c76b3150ab28eadf18df69 (patch) | |
tree | b3e89ac36735d416423f1128b22b9c8825a63538 /src | |
parent | 1e441d298db5e7ad1635067106e4b7ed251fd4bd (diff) |
Introduce QQuaternion::rotationTo(vecFrom, vecTo)
which returns the shortest arc quaternion to rotate vector from
to the destination vector to.
Change-Id: Ibd7a746789ecdfe6f7fe17e4ac9049f7ac46560d
Reviewed-by: Lars Knoll <lars.knoll@digia.com>
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
Diffstat (limited to 'src')
-rw-r--r-- | src/gui/math3d/qquaternion.cpp | 32 | ||||
-rw-r--r-- | src/gui/math3d/qquaternion.h | 2 |
2 files changed, 34 insertions, 0 deletions
diff --git a/src/gui/math3d/qquaternion.cpp b/src/gui/math3d/qquaternion.cpp index d367f74e25..90d90448e0 100644 --- a/src/gui/math3d/qquaternion.cpp +++ b/src/gui/math3d/qquaternion.cpp @@ -717,6 +717,38 @@ QQuaternion QQuaternion::fromAxes(const QVector3D &xAxis, const QVector3D &yAxis return QQuaternion::fromRotationMatrix(rot3x3); } +/*! + \since 5.5 + + Returns the shortest arc quaternion to rotate from the direction described by the vector \a from + to the direction described by the vector \a to. +*/ +QQuaternion QQuaternion::rotationTo(const QVector3D &from, const QVector3D &to) +{ + // Based on Stan Melax's article in Game Programming Gems + + const QVector3D v0(from.normalized()); + const QVector3D v1(to.normalized()); + + float d = QVector3D::dotProduct(v0, v1) + 1.0f; + + // if dest vector is close to the inverse of source vector, ANY axis of rotation is valid + if (qFuzzyIsNull(d)) { + QVector3D axis = QVector3D::crossProduct(QVector3D(1.0f, 0.0f, 0.0f), v0); + if (qFuzzyIsNull(axis.lengthSquared())) + axis = QVector3D::crossProduct(QVector3D(0.0f, 1.0f, 0.0f), v0); + axis.normalize(); + + // same as QQuaternion::fromAxisAndAngle(axis, 180.0f) + return QQuaternion(0.0f, axis.x(), axis.y(), axis.z()); + } + + d = std::sqrt(2.0f * d); + const QVector3D axis(QVector3D::crossProduct(v0, v1) / d); + + return QQuaternion(d * 0.5f, axis).normalized(); +} + #endif // QT_NO_VECTOR3D /*! diff --git a/src/gui/math3d/qquaternion.h b/src/gui/math3d/qquaternion.h index 6ce3979bbe..c3918645d4 100644 --- a/src/gui/math3d/qquaternion.h +++ b/src/gui/math3d/qquaternion.h @@ -137,6 +137,8 @@ public: #ifndef QT_NO_VECTOR3D void getAxes(QVector3D *xAxis, QVector3D *yAxis, QVector3D *zAxis) const; static QQuaternion fromAxes(const QVector3D &xAxis, const QVector3D &yAxis, const QVector3D &zAxis); + + static QQuaternion rotationTo(const QVector3D &from, const QVector3D &to); #endif static QQuaternion slerp |