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-rw-r--r--src/gui/math3d/qquaternion.cpp450
1 files changed, 413 insertions, 37 deletions
diff --git a/src/gui/math3d/qquaternion.cpp b/src/gui/math3d/qquaternion.cpp
index f1af8922ca..6914a0b45e 100644
--- a/src/gui/math3d/qquaternion.cpp
+++ b/src/gui/math3d/qquaternion.cpp
@@ -1,7 +1,7 @@
/****************************************************************************
**
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
**
** This file is part of the QtGui module of the Qt Toolkit.
**
@@ -10,9 +10,9 @@
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia. For licensing terms and
-** conditions see http://qt.digia.com/licensing. For further information
-** use the contact form at http://qt.digia.com/contact-us.
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
@@ -23,8 +23,8 @@
** requirements will be met: https://www.gnu.org/licenses/lgpl.html and
** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
**
-** In addition, as a special exception, Digia gives you certain additional
-** rights. These rights are described in the Digia Qt LGPL Exception
+** As a special exception, The Qt Company gives you certain additional
+** rights. These rights are described in The Qt Company LGPL Exception
** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
**
** $QT_END_LICENSE$
@@ -63,6 +63,14 @@ QT_BEGIN_NAMESPACE
*/
/*!
+ \fn QQuaternion::QQuaternion(Qt::Initialization)
+ \since 5.5
+ \internal
+
+ Constructs a quaternion without initializing the contents.
+*/
+
+/*!
\fn QQuaternion::QQuaternion(float scalar, float xpos, float ypos, float zpos)
Constructs a quaternion with the vector (\a xpos, \a ypos, \a zpos)
@@ -205,19 +213,28 @@ QT_BEGIN_NAMESPACE
*/
/*!
+ \fn float QQuaternion::dotProduct(const QQuaternion &q1, const QQuaternion &q2)
+ \since 5.5
+
+ Returns the dot product of \a q1 and \a q2.
+
+ \sa length()
+*/
+
+/*!
Returns the length of the quaternion. This is also called the "norm".
- \sa lengthSquared(), normalized()
+ \sa lengthSquared(), normalized(), dotProduct()
*/
float QQuaternion::length() const
{
- return qSqrt(xp * xp + yp * yp + zp * zp + wp * wp);
+ return std::sqrt(xp * xp + yp * yp + zp * zp + wp * wp);
}
/*!
Returns the squared length of the quaternion.
- \sa length()
+ \sa length(), dotProduct()
*/
float QQuaternion::lengthSquared() const
{
@@ -232,7 +249,7 @@ float QQuaternion::lengthSquared() const
will be returned as-is. Otherwise the normalized form of the
quaternion of length 1 will be returned.
- \sa length(), normalize()
+ \sa normalize(), length(), dotProduct()
*/
QQuaternion QQuaternion::normalized() const
{
@@ -244,7 +261,7 @@ QQuaternion QQuaternion::normalized() const
if (qFuzzyIsNull(len - 1.0f))
return *this;
else if (!qFuzzyIsNull(len))
- return *this / qSqrt(len);
+ return *this / std::sqrt(len);
else
return QQuaternion(0.0f, 0.0f, 0.0f, 0.0f);
}
@@ -265,7 +282,7 @@ void QQuaternion::normalize()
if (qFuzzyIsNull(len - 1.0f) || qFuzzyIsNull(len))
return;
- len = qSqrt(len);
+ len = std::sqrt(len);
xp /= len;
yp /= len;
@@ -274,6 +291,16 @@ void QQuaternion::normalize()
}
/*!
+ \fn QQuaternion QQuaternion::inverted() const
+ \since 5.5
+
+ Returns the inverse of this quaternion.
+ If this quaternion is null, then a null quaternion is returned.
+
+ \sa isNull(), length()
+*/
+
+/*!
\fn QQuaternion QQuaternion::conjugate() const
Returns the conjugate of this quaternion, which is
@@ -345,8 +372,21 @@ QVector3D QQuaternion::rotatedVector(const QVector3D& vector) const
#ifndef QT_NO_VECTOR3D
/*!
+ \fn void QQuaternion::getAxisAndAngle(QVector3D *axis, float *angle) const
+ \since 5.5
+ \overload
+
+ Extracts a 3D axis \a axis and a rotating angle \a angle (in degrees)
+ that corresponds to this quaternion.
+
+ \sa fromAxisAndAngle()
+*/
+
+/*!
Creates a normalized quaternion that corresponds to rotating through
\a angle degrees about the specified 3D \a axis.
+
+ \sa getAxisAndAngle()
*/
QQuaternion QQuaternion::fromAxisAndAngle(const QVector3D& axis, float angle)
{
@@ -355,8 +395,8 @@ QQuaternion QQuaternion::fromAxisAndAngle(const QVector3D& axis, float angle)
// We normalize the result just in case the values are close
// to zero, as suggested in the above FAQ.
float a = (angle / 2.0f) * M_PI / 180.0f;
- float s = sinf(a);
- float c = cosf(a);
+ float s = std::sin(a);
+ float c = std::cos(a);
QVector3D ax = axis.normalized();
return QQuaternion(c, ax.x() * s, ax.y() * s, ax.z() * s).normalized();
}
@@ -364,24 +404,353 @@ QQuaternion QQuaternion::fromAxisAndAngle(const QVector3D& axis, float angle)
#endif
/*!
+ \since 5.5
+
+ Extracts a 3D axis (\a x, \a y, \a z) and a rotating angle \a angle (in degrees)
+ that corresponds to this quaternion.
+
+ \sa fromAxisAndAngle()
+*/
+void QQuaternion::getAxisAndAngle(float *x, float *y, float *z, float *angle) const
+{
+ Q_ASSERT(x && y && z && angle);
+
+ // The quaternion representing the rotation is
+ // q = cos(A/2)+sin(A/2)*(x*i+y*j+z*k)
+
+ float length = xp * xp + yp * yp + zp * zp;
+ if (!qFuzzyIsNull(length)) {
+ *x = xp;
+ *y = yp;
+ *z = zp;
+ if (!qFuzzyIsNull(length - 1.0f)) {
+ length = std::sqrt(length);
+ *x /= length;
+ *y /= length;
+ *z /= length;
+ }
+ *angle = 2.0f * std::acos(wp);
+ } else {
+ // angle is 0 (mod 2*pi), so any axis will fit
+ *x = *y = *z = *angle = 0.0f;
+ }
+
+ *angle = qRadiansToDegrees(*angle);
+}
+
+/*!
Creates a normalized quaternion that corresponds to rotating through
\a angle degrees about the 3D axis (\a x, \a y, \a z).
+
+ \sa getAxisAndAngle()
*/
QQuaternion QQuaternion::fromAxisAndAngle
(float x, float y, float z, float angle)
{
- float length = qSqrt(x * x + y * y + z * z);
+ float length = std::sqrt(x * x + y * y + z * z);
if (!qFuzzyIsNull(length - 1.0f) && !qFuzzyIsNull(length)) {
x /= length;
y /= length;
z /= length;
}
float a = (angle / 2.0f) * M_PI / 180.0f;
- float s = sinf(a);
- float c = cosf(a);
+ float s = std::sin(a);
+ float c = std::cos(a);
return QQuaternion(c, x * s, y * s, z * s).normalized();
}
+#ifndef QT_NO_VECTOR3D
+
+/*!
+ \fn QVector3D QQuaternion::toEulerAngles() const
+ \since 5.5
+ \overload
+
+ Calculates roll, pitch, and yaw Euler angles (in degrees)
+ that corresponds to this quaternion.
+
+ \sa fromEulerAngles()
+*/
+
+/*!
+ \fn QQuaternion QQuaternion::fromEulerAngles(const QVector3D &eulerAngles)
+ \since 5.5
+ \overload
+
+ Creates a quaternion that corresponds to a rotation of \a eulerAngles:
+ eulerAngles.z() degrees around the z axis, eulerAngles.x() degrees around the x axis,
+ and eulerAngles.y() degrees around the y axis (in that order).
+
+ \sa toEulerAngles()
+*/
+
+#endif // QT_NO_VECTOR3D
+
+/*!
+ \since 5.5
+
+ Calculates \a roll, \a pitch, and \a yaw Euler angles (in degrees)
+ that corresponds to this quaternion.
+
+ \sa fromEulerAngles()
+*/
+void QQuaternion::getEulerAngles(float *pitch, float *yaw, float *roll) const
+{
+ Q_ASSERT(pitch && yaw && roll);
+
+ // Algorithm from:
+ // http://www.j3d.org/matrix_faq/matrfaq_latest.html#Q37
+
+ float xx = xp * xp;
+ float xy = xp * yp;
+ float xz = xp * zp;
+ float xw = xp * wp;
+ float yy = yp * yp;
+ float yz = yp * zp;
+ float yw = yp * wp;
+ float zz = zp * zp;
+ float zw = zp * wp;
+
+ const float lengthSquared = xx + yy + zz + wp * wp;
+ if (!qFuzzyIsNull(lengthSquared - 1.0f) && !qFuzzyIsNull(lengthSquared)) {
+ xx /= lengthSquared;
+ xy /= lengthSquared; // same as (xp / length) * (yp / length)
+ xz /= lengthSquared;
+ xw /= lengthSquared;
+ yy /= lengthSquared;
+ yz /= lengthSquared;
+ yw /= lengthSquared;
+ zz /= lengthSquared;
+ zw /= lengthSquared;
+ }
+
+ *pitch = std::asin(-2.0f * (yz - xw));
+ if (*pitch < M_PI_2) {
+ if (*pitch > -M_PI_2) {
+ *yaw = std::atan2(2.0f * (xz + yw), 1.0f - 2.0f * (xx + yy));
+ *roll = std::atan2(2.0f * (xy + zw), 1.0f - 2.0f * (xx + zz));
+ } else {
+ // not a unique solution
+ *roll = 0.0f;
+ *yaw = -std::atan2(-2.0f * (xy - zw), 1.0f - 2.0f * (yy + zz));
+ }
+ } else {
+ // not a unique solution
+ *roll = 0.0f;
+ *yaw = std::atan2(-2.0f * (xy - zw), 1.0f - 2.0f * (yy + zz));
+ }
+
+ *pitch = qRadiansToDegrees(*pitch);
+ *yaw = qRadiansToDegrees(*yaw);
+ *roll = qRadiansToDegrees(*roll);
+}
+
+/*!
+ \since 5.5
+
+ Creates a quaternion that corresponds to a rotation of
+ \a roll degrees around the z axis, \a pitch degrees around the x axis,
+ and \a yaw degrees around the y axis (in that order).
+
+ \sa getEulerAngles()
+*/
+QQuaternion QQuaternion::fromEulerAngles(float pitch, float yaw, float roll)
+{
+ // Algorithm from:
+ // http://www.j3d.org/matrix_faq/matrfaq_latest.html#Q60
+
+ pitch = qDegreesToRadians(pitch);
+ yaw = qDegreesToRadians(yaw);
+ roll = qDegreesToRadians(roll);
+
+ pitch *= 0.5f;
+ yaw *= 0.5f;
+ roll *= 0.5f;
+
+ const float c1 = std::cos(yaw);
+ const float s1 = std::sin(yaw);
+ const float c2 = std::cos(roll);
+ const float s2 = std::sin(roll);
+ const float c3 = std::cos(pitch);
+ const float s3 = std::sin(pitch);
+ const float c1c2 = c1 * c2;
+ const float s1s2 = s1 * s2;
+
+ const float w = c1c2 * c3 + s1s2 * s3;
+ const float x = c1c2 * s3 + s1s2 * c3;
+ const float y = s1 * c2 * c3 - c1 * s2 * s3;
+ const float z = c1 * s2 * c3 - s1 * c2 * s3;
+
+ return QQuaternion(w, x, y, z);
+}
+
+/*!
+ \since 5.5
+
+ Creates a rotation matrix that corresponds to this quaternion.
+
+ \note If this quaternion is not normalized,
+ the resulting rotation matrix will contain scaling information.
+
+ \sa fromRotationMatrix(), getAxes()
+*/
+QMatrix3x3 QQuaternion::toRotationMatrix() const
+{
+ // Algorithm from:
+ // http://www.j3d.org/matrix_faq/matrfaq_latest.html#Q54
+
+ QMatrix3x3 rot3x3(Qt::Uninitialized);
+
+ const float f2x = xp + xp;
+ const float f2y = yp + yp;
+ const float f2z = zp + zp;
+ const float f2xw = f2x * wp;
+ const float f2yw = f2y * wp;
+ const float f2zw = f2z * wp;
+ const float f2xx = f2x * xp;
+ const float f2xy = f2x * yp;
+ const float f2xz = f2x * zp;
+ const float f2yy = f2y * yp;
+ const float f2yz = f2y * zp;
+ const float f2zz = f2z * zp;
+
+ rot3x3(0, 0) = 1.0f - (f2yy + f2zz);
+ rot3x3(0, 1) = f2xy - f2zw;
+ rot3x3(0, 2) = f2xz + f2yw;
+ rot3x3(1, 0) = f2xy + f2zw;
+ rot3x3(1, 1) = 1.0f - (f2xx + f2zz);
+ rot3x3(1, 2) = f2yz - f2xw;
+ rot3x3(2, 0) = f2xz - f2yw;
+ rot3x3(2, 1) = f2yz + f2xw;
+ rot3x3(2, 2) = 1.0f - (f2xx + f2yy);
+
+ return rot3x3;
+}
+
+/*!
+ \since 5.5
+
+ Creates a quaternion that corresponds to a rotation matrix \a rot3x3.
+
+ \note If a given rotation matrix is not normalized,
+ the resulting quaternion will contain scaling information.
+
+ \sa toRotationMatrix(), fromAxes()
+*/
+QQuaternion QQuaternion::fromRotationMatrix(const QMatrix3x3 &rot3x3)
+{
+ // Algorithm from:
+ // http://www.j3d.org/matrix_faq/matrfaq_latest.html#Q55
+
+ float scalar;
+ float axis[3];
+
+ const float trace = rot3x3(0, 0) + rot3x3(1, 1) + rot3x3(2, 2);
+ if (trace > 0.00000001f) {
+ const float s = 2.0f * std::sqrt(trace + 1.0f);
+ scalar = 0.25f * s;
+ axis[0] = (rot3x3(2, 1) - rot3x3(1, 2)) / s;
+ axis[1] = (rot3x3(0, 2) - rot3x3(2, 0)) / s;
+ axis[2] = (rot3x3(1, 0) - rot3x3(0, 1)) / s;
+ } else {
+ static int s_next[3] = { 1, 2, 0 };
+ int i = 0;
+ if (rot3x3(1, 1) > rot3x3(0, 0))
+ i = 1;
+ if (rot3x3(2, 2) > rot3x3(i, i))
+ i = 2;
+ int j = s_next[i];
+ int k = s_next[j];
+
+ const float s = 2.0f * std::sqrt(rot3x3(i, i) - rot3x3(j, j) - rot3x3(k, k) + 1.0f);
+ axis[i] = 0.25f * s;
+ scalar = (rot3x3(k, j) - rot3x3(j, k)) / s;
+ axis[j] = (rot3x3(j, i) + rot3x3(i, j)) / s;
+ axis[k] = (rot3x3(k, i) + rot3x3(i, k)) / s;
+ }
+
+ return QQuaternion(scalar, axis[0], axis[1], axis[2]);
+}
+
+#ifndef QT_NO_VECTOR3D
+
+/*!
+ \since 5.5
+
+ Returns the 3 orthonormal axes (\a xAxis, \a yAxis, \a zAxis) defining the quaternion.
+
+ \sa fromAxes(), toRotationMatrix()
+*/
+void QQuaternion::getAxes(QVector3D *xAxis, QVector3D *yAxis, QVector3D *zAxis) const
+{
+ Q_ASSERT(xAxis && yAxis && zAxis);
+
+ const QMatrix3x3 rot3x3(toRotationMatrix());
+
+ *xAxis = QVector3D(rot3x3(0, 0), rot3x3(1, 0), rot3x3(2, 0));
+ *yAxis = QVector3D(rot3x3(0, 1), rot3x3(1, 1), rot3x3(2, 1));
+ *zAxis = QVector3D(rot3x3(0, 2), rot3x3(1, 2), rot3x3(2, 2));
+}
+
+/*!
+ \since 5.5
+
+ Constructs the quaternion using 3 axes (\a xAxis, \a yAxis, \a zAxis).
+
+ \note The axes are assumed to be orthonormal.
+
+ \sa getAxes(), fromRotationMatrix()
+*/
+QQuaternion QQuaternion::fromAxes(const QVector3D &xAxis, const QVector3D &yAxis, const QVector3D &zAxis)
+{
+ QMatrix3x3 rot3x3(Qt::Uninitialized);
+ rot3x3(0, 0) = xAxis.x();
+ rot3x3(1, 0) = xAxis.y();
+ rot3x3(2, 0) = xAxis.z();
+ rot3x3(0, 1) = yAxis.x();
+ rot3x3(1, 1) = yAxis.y();
+ rot3x3(2, 1) = yAxis.z();
+ rot3x3(0, 2) = zAxis.x();
+ rot3x3(1, 2) = zAxis.y();
+ rot3x3(2, 2) = zAxis.z();
+
+ 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
+
/*!
\fn bool operator==(const QQuaternion &q1, const QQuaternion &q2)
\relates QQuaternion
@@ -470,6 +839,18 @@ QQuaternion QQuaternion::fromAxisAndAngle
\sa QQuaternion::operator/=()
*/
+#ifndef QT_NO_VECTOR3D
+
+/*!
+ \fn QVector3D operator*(const QQuaternion &quaternion, const QVector3D &vec)
+ \since 5.5
+ \relates QQuaternion
+
+ Rotates a vector \a vec with a quaternion \a quaternion to produce a new vector in 3D space.
+*/
+
+#endif
+
/*!
\fn bool qFuzzyCompare(const QQuaternion& q1, const QQuaternion& q2)
\relates QQuaternion
@@ -499,13 +880,10 @@ QQuaternion QQuaternion::slerp
return q2;
// Determine the angle between the two quaternions.
- QQuaternion q2b;
- float dot;
- dot = q1.xp * q2.xp + q1.yp * q2.yp + q1.zp * q2.zp + q1.wp * q2.wp;
- if (dot >= 0.0f) {
- q2b = q2;
- } else {
- q2b = -q2;
+ QQuaternion q2b(q2);
+ float dot = QQuaternion::dotProduct(q1, q2);
+ if (dot < 0.0f) {
+ q2b = -q2b;
dot = -dot;
}
@@ -514,11 +892,11 @@ QQuaternion QQuaternion::slerp
float factor1 = 1.0f - t;
float factor2 = t;
if ((1.0f - dot) > 0.0000001) {
- float angle = acosf(dot);
- float sinOfAngle = sinf(angle);
+ float angle = std::acos(dot);
+ float sinOfAngle = std::sin(angle);
if (sinOfAngle > 0.0000001) {
- factor1 = sinf((1.0f - t) * angle) / sinOfAngle;
- factor2 = sinf(t * angle) / sinOfAngle;
+ factor1 = std::sin((1.0f - t) * angle) / sinOfAngle;
+ factor2 = std::sin(t * angle) / sinOfAngle;
}
}
@@ -551,13 +929,10 @@ QQuaternion QQuaternion::nlerp
return q2;
// Determine the angle between the two quaternions.
- QQuaternion q2b;
- float dot;
- dot = q1.xp * q2.xp + q1.yp * q2.yp + q1.zp * q2.zp + q1.wp * q2.wp;
- if (dot >= 0.0f)
- q2b = q2;
- else
- q2b = -q2;
+ QQuaternion q2b(q2);
+ float dot = QQuaternion::dotProduct(q1, q2);
+ if (dot < 0.0f)
+ q2b = -q2b;
// Perform the linear interpolation.
return (q1 * (1.0f - t) + q2b * t).normalized();
@@ -575,10 +950,11 @@ QQuaternion::operator QVariant() const
QDebug operator<<(QDebug dbg, const QQuaternion &q)
{
+ QDebugStateSaver saver(dbg);
dbg.nospace() << "QQuaternion(scalar:" << q.scalar()
<< ", vector:(" << q.x() << ", "
<< q.y() << ", " << q.z() << "))";
- return dbg.space();
+ return dbg;
}
#endif