| 1 | // Copyright (C) 2020 The Qt Company Ltd. |
| 2 | // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only |
| 3 | |
| 4 | #include "qquick3dquaternionutils_p.h" |
| 5 | #include <QtQuick3DUtils/private/qssgutils_p.h> |
| 6 | #include <QtMath> |
| 7 | |
| 8 | QT_BEGIN_NAMESPACE |
| 9 | |
| 10 | /*! |
| 11 | \qmltype Quaternion |
| 12 | \inqmlmodule QtQuick3D |
| 13 | \since 5.15 |
| 14 | |
| 15 | \brief Provides utility functions for quaternion. |
| 16 | |
| 17 | The \c Quaternion is a global object with utility functions. |
| 18 | |
| 19 | It is not instantiable; to use it, call the members of the global \c Quaternion object |
| 20 | directly. For example: |
| 21 | |
| 22 | \qml |
| 23 | Node { |
| 24 | rotation: Quaternion.fromAxisAndAngle(Qt.vector3d(1, 0, 0), 45) |
| 25 | } |
| 26 | \endqml |
| 27 | */ |
| 28 | |
| 29 | /*! |
| 30 | \qmlmethod quaternion QtQuick3D::Quaternion::fromAxisAndAngle(vector3d axis, real angle) |
| 31 | Creates a quaternion from \a axis and \a angle. |
| 32 | Returns the resulting quaternion. |
| 33 | */ |
| 34 | |
| 35 | /*! |
| 36 | \qmlmethod quaternion QtQuick3D::Quaternion::fromAxisAndAngle(real x, real y, real z, real angle) |
| 37 | Creates a quaternion from \a x, \a y, \a z, and \a angle. |
| 38 | Returns the resulting quaternion. |
| 39 | */ |
| 40 | |
| 41 | /*! |
| 42 | \qmlmethod quaternion QtQuick3D::Quaternion::fromAxesAndAngles(vector3d axis1, real angle1, |
| 43 | vector3d axis2, real angle2) |
| 44 | Creates a quaternion from \a axis1, \a angle1, \a axis2, and \a angle2. |
| 45 | Returns the resulting quaternion. |
| 46 | */ |
| 47 | |
| 48 | /*! |
| 49 | \qmlmethod quaternion QtQuick3D::Quaternion::fromAxesAndAngles(vector3d axis1, real angle1, |
| 50 | vector3d axis2, real angle2, |
| 51 | vector3d axis3, real angle3) |
| 52 | Creates a quaternion from \a axis1, \a angle1, \a axis2, \a angle2, \a axis3, and \a angle3. |
| 53 | Returns the resulting quaternion. |
| 54 | */ |
| 55 | |
| 56 | /*! |
| 57 | \qmlmethod quaternion QtQuick3D::Quaternion::fromEulerAngles(vector3d eulerAngles) |
| 58 | Creates a quaternion from \a eulerAngles. |
| 59 | Returns the resulting quaternion. |
| 60 | */ |
| 61 | |
| 62 | /*! |
| 63 | \qmlmethod quaternion QtQuick3D::Quaternion::fromEulerAngles(real x, real y, real z) |
| 64 | Creates a quaternion from \a x, \a y, and \a z. |
| 65 | Returns the resulting quaternion. |
| 66 | */ |
| 67 | |
| 68 | /*! |
| 69 | \qmlmethod quaternion QtQuick3D::Quaternion::lookAt(vector3d sourcePosition, vector3d targetPosition, |
| 70 | vector3d forwardDirection, vector3d upDirection) |
| 71 | Creates a quaternion from \a sourcePosition, \a targetPosition, \a forwardDirection, and |
| 72 | \a upDirection. This is used for getting a rotation value for pointing at a particular target, |
| 73 | and can be used to point a camera at a position in a scene. |
| 74 | |
| 75 | \a forwardDirection defaults to \c Qt.vector3d(0, 0, -1) |
| 76 | \a upDirection defaults to \c Qt.vector3d(0, 1, 0) |
| 77 | |
| 78 | Returns the resulting quaternion. |
| 79 | */ |
| 80 | |
| 81 | QQuick3DQuaternionUtils::QQuick3DQuaternionUtils(QObject *parent) : QObject(parent) |
| 82 | { |
| 83 | |
| 84 | } |
| 85 | |
| 86 | QQuaternion QQuick3DQuaternionUtils::fromAxisAndAngle(float x, float y, float z, float angle) |
| 87 | { |
| 88 | return QQuaternion::fromAxisAndAngle(x, y, z, angle); |
| 89 | } |
| 90 | |
| 91 | QQuaternion QQuick3DQuaternionUtils::fromAxisAndAngle(const QVector3D &axis, float angle) |
| 92 | { |
| 93 | return QQuaternion::fromAxisAndAngle(axis, angle); |
| 94 | } |
| 95 | |
| 96 | QQuaternion QQuick3DQuaternionUtils::fromEulerAngles(float x, float y, float z) |
| 97 | { |
| 98 | return QQuaternion::fromEulerAngles(pitch: x, yaw: y, roll: z); |
| 99 | } |
| 100 | |
| 101 | QQuaternion QQuick3DQuaternionUtils::fromEulerAngles(const QVector3D &eulerAngles) |
| 102 | { |
| 103 | return QQuaternion::fromEulerAngles(eulerAngles); |
| 104 | } |
| 105 | |
| 106 | QQuaternion QQuick3DQuaternionUtils::lookAt(const QVector3D &sourcePosition, |
| 107 | const QVector3D &targetPosition, |
| 108 | const QVector3D &forwardDirection, |
| 109 | const QVector3D &upDirection) |
| 110 | { |
| 111 | QVector3D targetDirection = targetPosition - sourcePosition; |
| 112 | targetDirection.normalize(); |
| 113 | |
| 114 | QVector3D rotationAxis = QVector3D::crossProduct(v1: forwardDirection, v2: targetDirection); |
| 115 | |
| 116 | const QVector3D normalizedAxis = rotationAxis.normalized(); |
| 117 | if (qFuzzyIsNull(f: normalizedAxis.lengthSquared())) |
| 118 | rotationAxis = upDirection; |
| 119 | |
| 120 | float dot = QVector3D::dotProduct(v1: forwardDirection, v2: targetDirection); |
| 121 | float rotationAngle = qRadiansToDegrees(radians: qAcos(v: dot)); |
| 122 | |
| 123 | return QQuaternion::fromAxisAndAngle(axis: rotationAxis, angle: rotationAngle); |
| 124 | } |
| 125 | |
| 126 | QQuaternion QQuick3DQuaternionUtils::fromAxesAndAngles(const QVector3D &axis1, |
| 127 | float angle1, |
| 128 | const QVector3D &axis2, |
| 129 | float angle2, |
| 130 | const QVector3D &axis3, |
| 131 | float angle3) |
| 132 | { |
| 133 | const QQuaternion q1 = QQuaternion::fromAxisAndAngle(axis: axis1, angle: angle1); |
| 134 | const QQuaternion q2 = QQuaternion::fromAxisAndAngle(axis: axis2, angle: angle2); |
| 135 | const QQuaternion q3 = QQuaternion::fromAxisAndAngle(axis: axis3, angle: angle3); |
| 136 | return q3 * q2 * q1; |
| 137 | } |
| 138 | |
| 139 | QQuaternion QQuick3DQuaternionUtils::fromAxesAndAngles(const QVector3D &axis1, |
| 140 | float angle1, |
| 141 | const QVector3D &axis2, |
| 142 | float angle2) |
| 143 | { |
| 144 | const QQuaternion q1 = QQuaternion::fromAxisAndAngle(axis: axis1, angle: angle1); |
| 145 | const QQuaternion q2 = QQuaternion::fromAxisAndAngle(axis: axis2, angle: angle2); |
| 146 | return q2 * q1; |
| 147 | } |
| 148 | |
| 149 | QT_END_NAMESPACE |
| 150 | |