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-rw-r--r--src/gui/math3d/qquaternion.cpp32
-rw-r--r--src/gui/math3d/qquaternion.h2
-rw-r--r--tests/auto/gui/math3d/qquaternion/tst_qquaternion.cpp60
3 files changed, 94 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
diff --git a/tests/auto/gui/math3d/qquaternion/tst_qquaternion.cpp b/tests/auto/gui/math3d/qquaternion/tst_qquaternion.cpp
index 6b8eeeaca5..2c38e4c111 100644
--- a/tests/auto/gui/math3d/qquaternion/tst_qquaternion.cpp
+++ b/tests/auto/gui/math3d/qquaternion/tst_qquaternion.cpp
@@ -138,6 +138,9 @@ private slots:
void fromAxes_data();
void fromAxes();
+ void rotationTo_data();
+ void rotationTo();
+
void fromEulerAngles_data();
void fromEulerAngles();
@@ -929,6 +932,63 @@ void tst_QQuaternion::fromAxes()
QVERIFY(qFuzzyCompare(answer, result) || qFuzzyCompare(-answer, result));
}
+// Test shortest arc quaternion.
+void tst_QQuaternion::rotationTo_data()
+{
+ QTest::addColumn<QVector3D>("from");
+ QTest::addColumn<QVector3D>("to");
+
+ // same
+ QTest::newRow("+X -> +X") << QVector3D(10.0f, 0.0f, 0.0f) << QVector3D(10.0f, 0.0f, 0.0f);
+ QTest::newRow("-X -> -X") << QVector3D(-10.0f, 0.0f, 0.0f) << QVector3D(-10.0f, 0.0f, 0.0f);
+ QTest::newRow("+Y -> +Y") << QVector3D(0.0f, 10.0f, 0.0f) << QVector3D(0.0f, 10.0f, 0.0f);
+ QTest::newRow("-Y -> -Y") << QVector3D(0.0f, -10.0f, 0.0f) << QVector3D(0.0f, -10.0f, 0.0f);
+ QTest::newRow("+Z -> +Z") << QVector3D(0.0f, 0.0f, 10.0f) << QVector3D(0.0f, 0.0f, 10.0f);
+ QTest::newRow("-Z -> -Z") << QVector3D(0.0f, 0.0f, -10.0f) << QVector3D(0.0f, 0.0f, -10.0f);
+ QTest::newRow("+X+Y+Z -> +X+Y+Z") << QVector3D(10.0f, 10.0f, 10.0f) << QVector3D(10.0f, 10.0f, 10.0f);
+ QTest::newRow("-X-Y-Z -> -X-Y-Z") << QVector3D(-10.0f, -10.0f, -10.0f) << QVector3D(-10.0f, -10.0f, -10.0f);
+
+ // arbitrary
+ QTest::newRow("+Z -> +X") << QVector3D(0.0f, 0.0f, 10.0f) << QVector3D(10.0f, 0.0f, 0.0f);
+ QTest::newRow("+Z -> -X") << QVector3D(0.0f, 0.0f, 10.0f) << QVector3D(-10.0f, 0.0f, 0.0f);
+ QTest::newRow("+Z -> +Y") << QVector3D(0.0f, 0.0f, 10.0f) << QVector3D(0.0f, 10.0f, 0.0f);
+ QTest::newRow("+Z -> -Y") << QVector3D(0.0f, 0.0f, 10.0f) << QVector3D(0.0f, -10.0f, 0.0f);
+ QTest::newRow("-Z -> +X") << QVector3D(0.0f, 0.0f, -10.0f) << QVector3D(10.0f, 0.0f, 0.0f);
+ QTest::newRow("-Z -> -X") << QVector3D(0.0f, 0.0f, -10.0f) << QVector3D(-10.0f, 0.0f, 0.0f);
+ QTest::newRow("-Z -> +Y") << QVector3D(0.0f, 0.0f, -10.0f) << QVector3D(0.0f, 10.0f, 0.0f);
+ QTest::newRow("-Z -> -Y") << QVector3D(0.0f, 0.0f, -10.0f) << QVector3D(0.0f, -10.0f, 0.0f);
+ QTest::newRow("+X -> +Y") << QVector3D(10.0f, 0.0f, 0.0f) << QVector3D(0.0f, 10.0f, 0.0f);
+ QTest::newRow("+X -> -Y") << QVector3D(10.0f, 0.0f, 0.0f) << QVector3D(0.0f, -10.0f, 0.0f);
+ QTest::newRow("-X -> +Y") << QVector3D(-10.0f, 0.0f, 0.0f) << QVector3D(0.0f, 10.0f, 0.0f);
+ QTest::newRow("-X -> -Y") << QVector3D(-10.0f, 0.0f, 0.0f) << QVector3D(0.0f, -10.0f, 0.0f);
+ QTest::newRow("+X+Y+Z -> +X-Y-Z") << QVector3D(10.0f, 10.0f, 10.0f) << QVector3D(10.0f, -10.0f, -10.0f);
+ QTest::newRow("-X-Y+Z -> -X+Y-Z") << QVector3D(-10.0f, -10.0f, 10.0f) << QVector3D(-10.0f, 10.0f, -10.0f);
+ QTest::newRow("+X+Y+Z -> +Z") << QVector3D(10.0f, 10.0f, 10.0f) << QVector3D(0.0f, 0.0f, 10.0f);
+
+ // collinear
+ QTest::newRow("+X -> -X") << QVector3D(10.0f, 0.0f, 0.0f) << QVector3D(-10.0f, 0.0f, 0.0f);
+ QTest::newRow("+Y -> -Y") << QVector3D(0.0f, 10.0f, 0.0f) << QVector3D(0.0f, -10.0f, 0.0f);
+ QTest::newRow("+Z -> -Z") << QVector3D(0.0f, 0.0f, 10.0f) << QVector3D(0.0f, 0.0f, -10.0f);
+ QTest::newRow("+X+Y+Z -> -X-Y-Z") << QVector3D(10.0f, 10.0f, 10.0f) << QVector3D(-10.0f, -10.0f, -10.0f);
+}
+void tst_QQuaternion::rotationTo()
+{
+ QFETCH(QVector3D, from);
+ QFETCH(QVector3D, to);
+
+ QQuaternion q1 = QQuaternion::rotationTo(from, to);
+ QVERIFY(myFuzzyCompare(q1, q1.normalized()));
+ QVector3D vec1(q1 * from);
+ vec1 *= (to.length() / from.length()); // discard rotated length
+ QVERIFY(myFuzzyCompare(vec1, to));
+
+ QQuaternion q2 = QQuaternion::rotationTo(to, from);
+ QVERIFY(myFuzzyCompare(q2, q2.normalized()));
+ QVector3D vec2(q2 * to);
+ vec2 *= (from.length() / to.length()); // discard rotated length
+ QVERIFY(myFuzzyCompare(vec2, from));
+}
+
// Test quaternion creation from an axis and an angle.
void tst_QQuaternion::fromEulerAngles_data()
{