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-rw-r--r--src/gui/math3d/qquaternion.cpp30
-rw-r--r--src/gui/math3d/qquaternion.h2
2 files changed, 32 insertions, 0 deletions
diff --git a/src/gui/math3d/qquaternion.cpp b/src/gui/math3d/qquaternion.cpp
index 6914a0b45e..4b35ee4e79 100644
--- a/src/gui/math3d/qquaternion.cpp
+++ b/src/gui/math3d/qquaternion.cpp
@@ -720,8 +720,38 @@ QQuaternion QQuaternion::fromAxes(const QVector3D &xAxis, const QVector3D &yAxis
/*!
\since 5.5
+ Constructs the quaternion using specified forward direction \a direction
+ and upward direction \a up.
+ If the upward direction was not specified or the forward and upward
+ vectors are collinear, a new orthonormal upward direction will be generated.
+
+ \sa fromAxes(), rotationTo()
+*/
+QQuaternion QQuaternion::fromDirection(const QVector3D &direction, const QVector3D &up)
+{
+ if (qFuzzyIsNull(direction.x()) && qFuzzyIsNull(direction.y()) && qFuzzyIsNull(direction.z()))
+ return QQuaternion();
+
+ const QVector3D zAxis(direction.normalized());
+ QVector3D xAxis(QVector3D::crossProduct(up, zAxis));
+ if (qFuzzyIsNull(xAxis.lengthSquared())) {
+ // collinear or invalid up vector; derive shortest arc to new direction
+ return QQuaternion::rotationTo(QVector3D(0.0f, 0.0f, 1.0f), zAxis);
+ }
+
+ xAxis.normalize();
+ const QVector3D yAxis(QVector3D::crossProduct(zAxis, xAxis));
+
+ return QQuaternion::fromAxes(xAxis, yAxis, zAxis);
+}
+
+/*!
+ \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.
+
+ \sa fromDirection()
*/
QQuaternion QQuaternion::rotationTo(const QVector3D &from, const QVector3D &to)
{
diff --git a/src/gui/math3d/qquaternion.h b/src/gui/math3d/qquaternion.h
index c3918645d4..240e31a5c2 100644
--- a/src/gui/math3d/qquaternion.h
+++ b/src/gui/math3d/qquaternion.h
@@ -138,6 +138,8 @@ public:
void getAxes(QVector3D *xAxis, QVector3D *yAxis, QVector3D *zAxis) const;
static QQuaternion fromAxes(const QVector3D &xAxis, const QVector3D &yAxis, const QVector3D &zAxis);
+ static QQuaternion fromDirection(const QVector3D &direction, const QVector3D &up);
+
static QQuaternion rotationTo(const QVector3D &from, const QVector3D &to);
#endif