/src/qtbase/src/gui/math3d/qquaternion.cpp
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1 | | // Copyright (C) 2020 The Qt Company Ltd. |
2 | | // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only |
3 | | // Qt-Security score:significant reason:default |
4 | | |
5 | | #include "qquaternion.h" |
6 | | #include <QtCore/qdatastream.h> |
7 | | #include <QtCore/qmath.h> |
8 | | #include <QtCore/qvariant.h> |
9 | | #include <QtCore/qdebug.h> |
10 | | |
11 | | #include <cmath> |
12 | | |
13 | | QT_BEGIN_NAMESPACE |
14 | | |
15 | | #ifndef QT_NO_QUATERNION |
16 | | |
17 | | // |
18 | | // QQuaternion::Axis |
19 | | // |
20 | | |
21 | | /*! |
22 | | \since 6.11 |
23 | | \class QQuaternion::Axis |
24 | | \ingroup painting-3D |
25 | | \inmodule QtGui |
26 | | |
27 | | A struct representing a 3D axis used to define \l{QQuaternion}{quaternions}, |
28 | | through \l{QQuaternion::Axes}{three (orthonormal) axes}. |
29 | | |
30 | | The struct itself does not constrain the values of its \l{x}, \l{y} and \l{z} |
31 | | members, though QQuaternion functions using this type may. In particular, Axis |
32 | | objects need not be normalized. |
33 | | |
34 | | This type is very similar to QVector3D, to and from which it can be readily |
35 | | converted, but has a narrower focus. You may call it a "strong typedef" for |
36 | | QVector3D. |
37 | | |
38 | | \sa QQuaternion::Axes |
39 | | */ |
40 | | |
41 | | /*! |
42 | | \fn QQuaternion::Axis QQuaternion::Axis::fromVector3D(QVector3D v) |
43 | | |
44 | | Constructs an Axis from \a v, as if by |
45 | | \code |
46 | | return Axis{v.x(), v.y(), v.z()}} |
47 | | \endcode |
48 | | */ |
49 | | |
50 | | /*! |
51 | | \fn QVector3D QQuaternion::Axis::toVector3D() const |
52 | | |
53 | | Returns this Axis as a QVector3D, as if by |
54 | | \code |
55 | | Axis a = *this; |
56 | | return QVector3D{a.x, a.y, a.z} |
57 | | \endcode |
58 | | */ |
59 | | |
60 | | /*! |
61 | | \since 6.11 |
62 | | \fn bool QQuaternion::Axis::qFuzzyIsNull(QQuaternion::Axis axis) |
63 | | |
64 | | Returns \c true if \a axis is degenerate, that is, equal to \c{(0, 0, 0)}, |
65 | | allowing for a small fuzziness factor for floating-point comparisons; \c false |
66 | | otherwise. |
67 | | */ |
68 | | |
69 | | /*! |
70 | | \variable QQuaternion::Axis::x |
71 | | |
72 | | Contains the x-component of the 3D axis. |
73 | | */ |
74 | | |
75 | | /*! |
76 | | \variable QQuaternion::Axis::y |
77 | | |
78 | | Contains the y-component of the 3D axis. |
79 | | */ |
80 | | /*! |
81 | | \variable QQuaternion::Axis::z |
82 | | |
83 | | Contains the z-component of the 3D axis. |
84 | | */ |
85 | | |
86 | | // |
87 | | // QQuaternion |
88 | | // |
89 | | |
90 | | /*! |
91 | | \class QQuaternion |
92 | | \brief The QQuaternion class represents a quaternion consisting of a vector and scalar. |
93 | | \since 4.6 |
94 | | \ingroup painting-3D |
95 | | \inmodule QtGui |
96 | | |
97 | | Quaternions are used to represent rotations in 3D space, and |
98 | | consist of a 3D rotation axis specified by the x, y, and z |
99 | | coordinates, and a scalar representing the rotation angle. |
100 | | */ |
101 | | |
102 | | /*! |
103 | | \fn QQuaternion::QQuaternion() noexcept |
104 | | |
105 | | Constructs an identity quaternion (1, 0, 0, 0), i.e. with the vector (0, 0, 0) |
106 | | and scalar 1. |
107 | | */ |
108 | | |
109 | | /*! |
110 | | \fn QQuaternion::QQuaternion(Qt::Initialization) noexcept |
111 | | \since 5.5 |
112 | | \internal |
113 | | |
114 | | Constructs a quaternion without initializing the contents. |
115 | | */ |
116 | | |
117 | | /*! |
118 | | \fn QQuaternion::QQuaternion(float scalar, float xpos, float ypos, float zpos) noexcept |
119 | | |
120 | | Constructs a quaternion with the vector (\a xpos, \a ypos, \a zpos) |
121 | | and \a scalar. |
122 | | */ |
123 | | |
124 | | #ifndef QT_NO_VECTOR3D |
125 | | |
126 | | /*! |
127 | | \fn QQuaternion::QQuaternion(float scalar, const QVector3D &vector) noexcept |
128 | | |
129 | | Constructs a quaternion vector from the specified \a vector and |
130 | | \a scalar. |
131 | | |
132 | | \sa vector(), scalar() |
133 | | */ |
134 | | |
135 | | /*! |
136 | | \fn QVector3D QQuaternion::vector() const noexcept |
137 | | |
138 | | Returns the vector component of this quaternion. |
139 | | |
140 | | \sa setVector(), scalar() |
141 | | */ |
142 | | |
143 | | /*! |
144 | | \fn void QQuaternion::setVector(const QVector3D &vector) noexcept |
145 | | |
146 | | Sets the vector component of this quaternion to \a vector. |
147 | | |
148 | | \sa vector(), setScalar() |
149 | | */ |
150 | | |
151 | | #endif |
152 | | |
153 | | /*! |
154 | | \fn void QQuaternion::setVector(float x, float y, float z) noexcept |
155 | | |
156 | | Sets the vector component of this quaternion to (\a x, \a y, \a z). |
157 | | |
158 | | \sa vector(), setScalar() |
159 | | */ |
160 | | |
161 | | #ifndef QT_NO_VECTOR4D |
162 | | |
163 | | /*! |
164 | | \fn QQuaternion::QQuaternion(const QVector4D &vector) noexcept |
165 | | |
166 | | Constructs a quaternion from the components of \a vector. |
167 | | */ |
168 | | |
169 | | /*! |
170 | | \fn QVector4D QQuaternion::toVector4D() const noexcept |
171 | | |
172 | | Returns this quaternion as a 4D vector. |
173 | | */ |
174 | | |
175 | | #endif |
176 | | |
177 | | /*! |
178 | | \fn bool QQuaternion::isNull() const noexcept |
179 | | |
180 | | Returns \c true if the x, y, z, and scalar components of this |
181 | | quaternion are set to 0.0; otherwise returns \c false. |
182 | | */ |
183 | | |
184 | | /*! |
185 | | \fn bool QQuaternion::isIdentity() const noexcept |
186 | | |
187 | | Returns \c true if the x, y, and z components of this |
188 | | quaternion are set to 0.0, and the scalar component is set |
189 | | to 1.0; otherwise returns \c false. |
190 | | */ |
191 | | |
192 | | /*! |
193 | | \fn float QQuaternion::x() const noexcept |
194 | | |
195 | | Returns the x coordinate of this quaternion's vector. |
196 | | |
197 | | \sa setX(), y(), z(), scalar() |
198 | | */ |
199 | | |
200 | | /*! |
201 | | \fn float QQuaternion::y() const noexcept |
202 | | |
203 | | Returns the y coordinate of this quaternion's vector. |
204 | | |
205 | | \sa setY(), x(), z(), scalar() |
206 | | */ |
207 | | |
208 | | /*! |
209 | | \fn float QQuaternion::z() const noexcept |
210 | | |
211 | | Returns the z coordinate of this quaternion's vector. |
212 | | |
213 | | \sa setZ(), x(), y(), scalar() |
214 | | */ |
215 | | |
216 | | /*! |
217 | | \fn float QQuaternion::scalar() const noexcept |
218 | | |
219 | | Returns the scalar component of this quaternion. |
220 | | |
221 | | \sa setScalar(), x(), y(), z() |
222 | | */ |
223 | | |
224 | | /*! |
225 | | \fn void QQuaternion::setX(float x) noexcept |
226 | | |
227 | | Sets the x coordinate of this quaternion's vector to the given |
228 | | \a x coordinate. |
229 | | |
230 | | \sa x(), setY(), setZ(), setScalar() |
231 | | */ |
232 | | |
233 | | /*! |
234 | | \fn void QQuaternion::setY(float y) noexcept |
235 | | |
236 | | Sets the y coordinate of this quaternion's vector to the given |
237 | | \a y coordinate. |
238 | | |
239 | | \sa y(), setX(), setZ(), setScalar() |
240 | | */ |
241 | | |
242 | | /*! |
243 | | \fn void QQuaternion::setZ(float z) noexcept |
244 | | |
245 | | Sets the z coordinate of this quaternion's vector to the given |
246 | | \a z coordinate. |
247 | | |
248 | | \sa z(), setX(), setY(), setScalar() |
249 | | */ |
250 | | |
251 | | /*! |
252 | | \fn void QQuaternion::setScalar(float scalar) noexcept |
253 | | |
254 | | Sets the scalar component of this quaternion to \a scalar. |
255 | | |
256 | | \sa scalar(), setX(), setY(), setZ() |
257 | | */ |
258 | | |
259 | | /*! |
260 | | \fn float QQuaternion::dotProduct(const QQuaternion &q1, const QQuaternion &q2) noexcept |
261 | | \since 5.5 |
262 | | |
263 | | Returns the dot product of \a q1 and \a q2. |
264 | | |
265 | | \sa length() |
266 | | */ |
267 | | |
268 | | /*! |
269 | | Returns the length of the quaternion. This is also called the "norm". |
270 | | |
271 | | \sa lengthSquared(), normalized(), dotProduct() |
272 | | */ |
273 | | float QQuaternion::length() const |
274 | 0 | { |
275 | 0 | return qHypot(xp, yp, zp, wp); |
276 | 0 | } |
277 | | |
278 | | /*! |
279 | | Returns the squared length of the quaternion. |
280 | | |
281 | | \note Though cheap to compute, this is susceptible to overflow and underflow |
282 | | that length() avoids in many cases. |
283 | | |
284 | | \sa length(), dotProduct() |
285 | | */ |
286 | | float QQuaternion::lengthSquared() const |
287 | 0 | { |
288 | 0 | return xp * xp + yp * yp + zp * zp + wp * wp; |
289 | 0 | } |
290 | | |
291 | | /*! |
292 | | Returns the normalized unit form of this quaternion. |
293 | | |
294 | | If this quaternion is null, then a null quaternion is returned. |
295 | | If the length of the quaternion is very close to 1, then the quaternion |
296 | | will be returned as-is. Otherwise the normalized form of the |
297 | | quaternion of length 1 will be returned. |
298 | | |
299 | | \sa normalize(), length(), dotProduct() |
300 | | */ |
301 | | QQuaternion QQuaternion::normalized() const |
302 | 0 | { |
303 | 0 | const float scale = length(); |
304 | 0 | if (qFuzzyIsNull(scale)) |
305 | 0 | return QQuaternion(0.0f, 0.0f, 0.0f, 0.0f); |
306 | 0 | return *this / scale; |
307 | 0 | } |
308 | | |
309 | | /*! |
310 | | Normalizes the current quaternion in place. Nothing happens if this |
311 | | is a null quaternion or the length of the quaternion is very close to 1. |
312 | | |
313 | | \sa length(), normalized() |
314 | | */ |
315 | | void QQuaternion::normalize() |
316 | 0 | { |
317 | 0 | const float len = length(); |
318 | 0 | if (qFuzzyIsNull(len)) |
319 | 0 | return; |
320 | | |
321 | 0 | xp /= len; |
322 | 0 | yp /= len; |
323 | 0 | zp /= len; |
324 | 0 | wp /= len; |
325 | 0 | } |
326 | | |
327 | | /*! |
328 | | \fn QQuaternion QQuaternion::inverted() const noexcept |
329 | | \since 5.5 |
330 | | |
331 | | Returns the inverse of this quaternion. |
332 | | If this quaternion is null, then a null quaternion is returned. |
333 | | |
334 | | \sa isNull(), length() |
335 | | */ |
336 | | |
337 | | /*! |
338 | | \fn QQuaternion QQuaternion::conjugated() const noexcept |
339 | | \since 5.5 |
340 | | |
341 | | Returns the conjugate of this quaternion, which is |
342 | | (-x, -y, -z, scalar). |
343 | | */ |
344 | | |
345 | | /*! |
346 | | Rotates \a vector with this quaternion to produce a new vector |
347 | | in 3D space. The following code: |
348 | | |
349 | | \snippet code/src_gui_math3d_qquaternion.cpp 0 |
350 | | |
351 | | is equivalent to the following: |
352 | | |
353 | | \snippet code/src_gui_math3d_qquaternion.cpp 1 |
354 | | */ |
355 | | QVector3D QQuaternion::rotatedVector(const QVector3D &vector) const |
356 | 0 | { |
357 | 0 | return (*this * QQuaternion(0, vector) * conjugated()).vector(); |
358 | 0 | } |
359 | | |
360 | | /*! |
361 | | \fn QQuaternion &QQuaternion::operator+=(const QQuaternion &quaternion) noexcept |
362 | | |
363 | | Adds the given \a quaternion to this quaternion and returns a reference to |
364 | | this quaternion. |
365 | | |
366 | | \sa operator-=() |
367 | | */ |
368 | | |
369 | | /*! |
370 | | \fn QQuaternion &QQuaternion::operator-=(const QQuaternion &quaternion) noexcept |
371 | | |
372 | | Subtracts the given \a quaternion from this quaternion and returns a |
373 | | reference to this quaternion. |
374 | | |
375 | | \sa operator+=() |
376 | | */ |
377 | | |
378 | | /*! |
379 | | \fn QQuaternion &QQuaternion::operator*=(float factor) noexcept |
380 | | |
381 | | Multiplies this quaternion's components by the given \a factor, and |
382 | | returns a reference to this quaternion. |
383 | | |
384 | | \sa operator/=() |
385 | | */ |
386 | | |
387 | | /*! |
388 | | \fn QQuaternion &QQuaternion::operator*=(const QQuaternion &quaternion) noexcept |
389 | | |
390 | | Multiplies this quaternion by \a quaternion and returns a reference |
391 | | to this quaternion. |
392 | | */ |
393 | | |
394 | | /*! |
395 | | \fn QQuaternion &QQuaternion::operator/=(float divisor) |
396 | | |
397 | | Divides this quaternion's components by the given \a divisor, and |
398 | | returns a reference to this quaternion. |
399 | | |
400 | | \sa operator*=() |
401 | | */ |
402 | | |
403 | | #ifndef QT_NO_VECTOR3D |
404 | | |
405 | | /*! |
406 | | \fn void QQuaternion::getAxisAndAngle(QVector3D *axis, float *angle) const noexcept |
407 | | \since 5.5 |
408 | | \overload |
409 | | |
410 | | Extracts a 3D axis \a axis and a rotating angle \a angle (in degrees) |
411 | | that corresponds to this quaternion. |
412 | | |
413 | | Both \a axis and \a angle must be valid, non-\nullptr pointers, |
414 | | otherwise the behavior is undefined. |
415 | | |
416 | | \sa fromAxisAndAngle() |
417 | | */ |
418 | | |
419 | | /*! |
420 | | Creates a normalized quaternion that corresponds to rotating through |
421 | | \a angle degrees about the specified 3D \a axis. |
422 | | |
423 | | \sa getAxisAndAngle() |
424 | | */ |
425 | | QQuaternion QQuaternion::fromAxisAndAngle(const QVector3D &axis, float angle) |
426 | 0 | { |
427 | | // Algorithm from: |
428 | | // http://www.j3d.org/matrix_faq/matrfaq_latest.html#Q56 |
429 | | // We normalize the result just in case the values are close |
430 | | // to zero, as suggested in the above FAQ. |
431 | 0 | float a = qDegreesToRadians(angle / 2.0f); |
432 | 0 | float s = std::sin(a); |
433 | 0 | float c = std::cos(a); |
434 | 0 | QVector3D ax = axis.normalized(); |
435 | 0 | return QQuaternion(c, ax.x() * s, ax.y() * s, ax.z() * s).normalized(); |
436 | 0 | } |
437 | | |
438 | | #endif |
439 | | |
440 | | /*! |
441 | | \since 5.5 |
442 | | |
443 | | Extracts a 3D axis (\a x, \a y, \a z) and a rotating angle \a angle (in degrees) |
444 | | that corresponds to this quaternion. |
445 | | |
446 | | All of \a x, \a y, \a z, and \a angle must be valid, non-\nullptr pointers, |
447 | | otherwise the behavior is undefined. |
448 | | |
449 | | \sa fromAxisAndAngle() |
450 | | */ |
451 | | void QQuaternion::getAxisAndAngle(float *x, float *y, float *z, float *angle) const |
452 | 0 | { |
453 | 0 | Q_ASSERT(x && y && z && angle); |
454 | | |
455 | | // The quaternion representing the rotation is |
456 | | // q = cos(A/2)+sin(A/2)*(x*i+y*j+z*k) |
457 | |
|
458 | 0 | const float length = qHypot(xp, yp, zp); |
459 | 0 | if (!qFuzzyIsNull(length)) { |
460 | 0 | if (qFuzzyCompare(length, 1.0f)) { |
461 | 0 | *x = xp; |
462 | 0 | *y = yp; |
463 | 0 | *z = zp; |
464 | 0 | } else { |
465 | 0 | *x = xp / length; |
466 | 0 | *y = yp / length; |
467 | 0 | *z = zp / length; |
468 | 0 | } |
469 | 0 | *angle = qRadiansToDegrees(2.0f * std::atan2(length, wp)); |
470 | 0 | } else { |
471 | | // angle is 0 (mod 2*pi), so any axis will fit |
472 | 0 | *x = *y = *z = *angle = 0.0f; |
473 | 0 | } |
474 | 0 | } |
475 | | |
476 | | /*! |
477 | | Creates a normalized quaternion that corresponds to rotating through |
478 | | \a angle degrees about the 3D axis (\a x, \a y, \a z). |
479 | | |
480 | | \sa getAxisAndAngle() |
481 | | */ |
482 | | QQuaternion QQuaternion::fromAxisAndAngle |
483 | | (float x, float y, float z, float angle) |
484 | 0 | { |
485 | 0 | float length = qHypot(x, y, z); |
486 | 0 | if (!qFuzzyIsNull(length) && !qFuzzyCompare(length, 1.0f)) { |
487 | 0 | x /= length; |
488 | 0 | y /= length; |
489 | 0 | z /= length; |
490 | 0 | } |
491 | 0 | float a = qDegreesToRadians(angle / 2.0f); |
492 | 0 | float s = std::sin(a); |
493 | 0 | float c = std::cos(a); |
494 | 0 | return QQuaternion(c, x * s, y * s, z * s).normalized(); |
495 | 0 | } |
496 | | |
497 | | #ifndef QT_NO_VECTOR3D |
498 | | |
499 | | /*! |
500 | | \fn QVector3D QQuaternion::toEulerAngles() const |
501 | | \since 5.5 |
502 | | |
503 | | Calculates roll, pitch, and yaw Euler angles (in degrees) |
504 | | that correspond to this quaternion. |
505 | | |
506 | | \sa fromEulerAngles() |
507 | | */ |
508 | | |
509 | | /*! |
510 | | \fn QQuaternion QQuaternion::fromEulerAngles(const QVector3D &angles) |
511 | | \since 5.5 |
512 | | \overload |
513 | | |
514 | | Creates a quaternion that corresponds to a rotation of \a angles: |
515 | | angles.\l{QVector3D::}{z()} degrees around the z axis, |
516 | | angles.\l{QVector3D::}{x()} degrees around the x axis, and |
517 | | angles.\l{QVector3D::}{y()} degrees around the y axis (in that order). |
518 | | |
519 | | \sa toEulerAngles() |
520 | | */ |
521 | | |
522 | | #endif // QT_NO_VECTOR3D |
523 | | |
524 | | /*! |
525 | | \fn void QQuaternion::getEulerAngles(float *pitch, float *yaw, float *roll) const |
526 | | \since 5.5 |
527 | | |
528 | | \obsolete |
529 | | |
530 | | Use eulerAngles() instead. |
531 | | |
532 | | Calculates \a roll, \a pitch, and \a yaw Euler angles (in degrees) |
533 | | that corresponds to this quaternion. |
534 | | |
535 | | All of \a pitch, \a yaw, and \a roll must be valid, non-\nullptr pointers, |
536 | | otherwise the behavior is undefined. |
537 | | |
538 | | \sa eulerAngles(), fromEulerAngles() |
539 | | */ |
540 | | |
541 | | /*! |
542 | | \since 6.11 |
543 | | \class QQuaternion::EulerAngles |
544 | | \ingroup painting-3D |
545 | | \inmodule QtGui |
546 | | |
547 | | EulerAngles\<T\> is a struct template where \a T specifies the floating-point |
548 | | type used for the angle values (typically \c float). |
549 | | |
550 | | A struct containing three fields \l{pitch}, \l{yaw}, and \l{roll}, |
551 | | representing the three Euler angles that define a |
552 | | \l{QQuaternion}{quaternion}. |
553 | | |
554 | | Consult the documentation of functions taking or returning an EulerAngles |
555 | | object for the order in which the rotations are applied. |
556 | | |
557 | | \sa QQuaternion::eulerAngles(), QQuaternion::fromEulerAngles(QQuaternion::EulerAngles<float>) |
558 | | */ |
559 | | |
560 | | /*! |
561 | | \variable QQuaternion::EulerAngles::pitch |
562 | | |
563 | | The pitch represents the rotation around the x-axis. |
564 | | */ |
565 | | |
566 | | /*! |
567 | | \variable QQuaternion::EulerAngles::yaw |
568 | | |
569 | | The yaw represents the rotation around the y-axis. |
570 | | */ |
571 | | |
572 | | /*! |
573 | | \variable QQuaternion::EulerAngles::roll |
574 | | |
575 | | The roll represents the rotation around the z-axis. |
576 | | */ |
577 | | |
578 | | /*! |
579 | | \since 6.11 |
580 | | |
581 | | Returns the Euler angles (in degrees) that correspond to this quaternion. |
582 | | |
583 | | \sa fromEulerAngles() |
584 | | */ |
585 | | auto QQuaternion::eulerAngles() const -> EulerAngles<float> |
586 | 0 | { |
587 | 0 | EulerAngles<float> result; |
588 | | |
589 | | // to avoid churn |
590 | 0 | auto pitch = &result.pitch; |
591 | 0 | auto yaw = &result.yaw; |
592 | 0 | auto roll = &result.roll; |
593 | | |
594 | | // Algorithm adapted from: |
595 | | // https://ingmec.ual.es/~jlblanco/papers/jlblanco2010geometry3D_techrep.pdf |
596 | | // "A tutorial on SE(3) transformation parameterizations and on-manifold optimization". |
597 | | |
598 | | // We can only detect Gimbal lock when we normalize, which we can't do when |
599 | | // length is nearly zero. Do so before multiplying coordinates, to avoid |
600 | | // underflow. |
601 | 0 | const float len = length(); |
602 | 0 | const bool rescale = !qFuzzyIsNull(len); |
603 | 0 | const float xps = rescale ? xp / len : xp; |
604 | 0 | const float yps = rescale ? yp / len : yp; |
605 | 0 | const float zps = rescale ? zp / len : zp; |
606 | 0 | const float wps = rescale ? wp / len : wp; |
607 | |
|
608 | 0 | const float xx = xps * xps; |
609 | 0 | const float xy = xps * yps; |
610 | 0 | const float xz = xps * zps; |
611 | 0 | const float xw = xps * wps; |
612 | 0 | const float yy = yps * yps; |
613 | 0 | const float yz = yps * zps; |
614 | 0 | const float yw = yps * wps; |
615 | 0 | const float zz = zps * zps; |
616 | 0 | const float zw = zps * wps; |
617 | | |
618 | | // For the common case, we have a hidden division by cos(pitch) to calculate |
619 | | // yaw and roll: atan2(a / cos(pitch), b / cos(pitch)) = atan2(a, b). This equation |
620 | | // wouldn't work if cos(pitch) is close to zero (i.e. abs(sin(pitch)) =~ 1.0). |
621 | | // This threshold is copied from qFuzzyIsNull() to avoid the hidden division by zero. |
622 | 0 | constexpr float epsilon = 0.00001f; |
623 | |
|
624 | 0 | const float sinp = -2.0f * (yz - xw); |
625 | 0 | if (std::abs(sinp) < 1.0f - epsilon) { |
626 | 0 | *pitch = std::asin(sinp); |
627 | 0 | *yaw = std::atan2(2.0f * (xz + yw), 1.0f - 2.0f * (xx + yy)); |
628 | 0 | *roll = std::atan2(2.0f * (xy + zw), 1.0f - 2.0f * (xx + zz)); |
629 | 0 | } else { |
630 | | // Gimbal lock case, which doesn't have a unique solution. We just use |
631 | | // XY rotation. |
632 | 0 | *pitch = std::copysign(static_cast<float>(M_PI_2), sinp); |
633 | 0 | *yaw = 2.0f * std::atan2(yps, wps); |
634 | 0 | *roll = 0.0f; |
635 | 0 | } |
636 | |
|
637 | 0 | *pitch = qRadiansToDegrees(*pitch); |
638 | 0 | *yaw = qRadiansToDegrees(*yaw); |
639 | 0 | *roll = qRadiansToDegrees(*roll); |
640 | |
|
641 | 0 | return result; |
642 | 0 | } |
643 | | |
644 | | /*! |
645 | | \since 5.5 |
646 | | |
647 | | Creates a quaternion that corresponds to a rotation of |
648 | | \a roll degrees around the z axis, \a pitch degrees around the x axis, |
649 | | and \a yaw degrees around the y axis (in that order). |
650 | | |
651 | | \sa eulerAngles(), toEulerAngles(), fromEulerAngles(QQuaternion::EulerAngles<float>) |
652 | | */ |
653 | | QQuaternion QQuaternion::fromEulerAngles(float pitch, float yaw, float roll) |
654 | 0 | { |
655 | | // Algorithm from: |
656 | | // http://www.j3d.org/matrix_faq/matrfaq_latest.html#Q60 |
657 | |
|
658 | 0 | pitch = qDegreesToRadians(pitch); |
659 | 0 | yaw = qDegreesToRadians(yaw); |
660 | 0 | roll = qDegreesToRadians(roll); |
661 | |
|
662 | 0 | pitch *= 0.5f; |
663 | 0 | yaw *= 0.5f; |
664 | 0 | roll *= 0.5f; |
665 | |
|
666 | 0 | const float c1 = std::cos(yaw); |
667 | 0 | const float s1 = std::sin(yaw); |
668 | 0 | const float c2 = std::cos(roll); |
669 | 0 | const float s2 = std::sin(roll); |
670 | 0 | const float c3 = std::cos(pitch); |
671 | 0 | const float s3 = std::sin(pitch); |
672 | 0 | const float c1c2 = c1 * c2; |
673 | 0 | const float s1s2 = s1 * s2; |
674 | |
|
675 | 0 | const float w = c1c2 * c3 + s1s2 * s3; |
676 | 0 | const float x = c1c2 * s3 + s1s2 * c3; |
677 | 0 | const float y = s1 * c2 * c3 - c1 * s2 * s3; |
678 | 0 | const float z = c1 * s2 * c3 - s1 * c2 * s3; |
679 | |
|
680 | 0 | return QQuaternion(w, x, y, z); |
681 | 0 | } |
682 | | |
683 | | /*! |
684 | | \fn QQuaternion QQuaternion::fromEulerAngles(EulerAngles<float> angles) |
685 | | \since 6.11 |
686 | | \overload |
687 | | |
688 | | Equivalent to |
689 | | \code |
690 | | fromEulerAngles(angles.pitch, angles.yaw, angles.roll); |
691 | | \endcode |
692 | | |
693 | | \sa eulerAngles(), toEulerAngles(), fromEulerAngles() |
694 | | */ |
695 | | |
696 | | /*! |
697 | | \since 5.5 |
698 | | |
699 | | Creates a rotation matrix that corresponds to this quaternion. |
700 | | |
701 | | \note If this quaternion is not normalized, |
702 | | the resulting rotation matrix will contain scaling information. |
703 | | |
704 | | \sa fromRotationMatrix(), toAxes() |
705 | | */ |
706 | | QMatrix3x3 QQuaternion::toRotationMatrix() const |
707 | 0 | { |
708 | | // Algorithm from: |
709 | | // http://www.j3d.org/matrix_faq/matrfaq_latest.html#Q54 |
710 | |
|
711 | 0 | QMatrix3x3 rot3x3(Qt::Uninitialized); |
712 | |
|
713 | 0 | const float f2x = xp + xp; |
714 | 0 | const float f2y = yp + yp; |
715 | 0 | const float f2z = zp + zp; |
716 | 0 | const float f2xw = f2x * wp; |
717 | 0 | const float f2yw = f2y * wp; |
718 | 0 | const float f2zw = f2z * wp; |
719 | 0 | const float f2xx = f2x * xp; |
720 | 0 | const float f2xy = f2x * yp; |
721 | 0 | const float f2xz = f2x * zp; |
722 | 0 | const float f2yy = f2y * yp; |
723 | 0 | const float f2yz = f2y * zp; |
724 | 0 | const float f2zz = f2z * zp; |
725 | |
|
726 | 0 | rot3x3(0, 0) = 1.0f - (f2yy + f2zz); |
727 | 0 | rot3x3(0, 1) = f2xy - f2zw; |
728 | 0 | rot3x3(0, 2) = f2xz + f2yw; |
729 | 0 | rot3x3(1, 0) = f2xy + f2zw; |
730 | 0 | rot3x3(1, 1) = 1.0f - (f2xx + f2zz); |
731 | 0 | rot3x3(1, 2) = f2yz - f2xw; |
732 | 0 | rot3x3(2, 0) = f2xz - f2yw; |
733 | 0 | rot3x3(2, 1) = f2yz + f2xw; |
734 | 0 | rot3x3(2, 2) = 1.0f - (f2xx + f2yy); |
735 | |
|
736 | 0 | return rot3x3; |
737 | 0 | } |
738 | | |
739 | | /*! |
740 | | \since 5.5 |
741 | | |
742 | | Creates a quaternion that corresponds to the rotation matrix \a rot3x3. |
743 | | |
744 | | \note If the given rotation matrix is not normalized, |
745 | | the resulting quaternion will contain scaling information. |
746 | | |
747 | | \sa toRotationMatrix(), fromAxes() |
748 | | */ |
749 | | QQuaternion QQuaternion::fromRotationMatrix(const QMatrix3x3 &rot3x3) |
750 | 0 | { |
751 | | // Algorithm from: |
752 | | // http://www.j3d.org/matrix_faq/matrfaq_latest.html#Q55 |
753 | |
|
754 | 0 | float scalar; |
755 | 0 | float axis[3]; |
756 | |
|
757 | 0 | const float trace = rot3x3(0, 0) + rot3x3(1, 1) + rot3x3(2, 2); |
758 | 0 | if (trace > 0.00000001f) { |
759 | 0 | const float s = 2.0f * std::sqrt(trace + 1.0f); |
760 | 0 | scalar = 0.25f * s; |
761 | 0 | axis[0] = (rot3x3(2, 1) - rot3x3(1, 2)) / s; |
762 | 0 | axis[1] = (rot3x3(0, 2) - rot3x3(2, 0)) / s; |
763 | 0 | axis[2] = (rot3x3(1, 0) - rot3x3(0, 1)) / s; |
764 | 0 | } else { |
765 | 0 | constexpr int s_next[3] = { 1, 2, 0 }; |
766 | 0 | int i = 0; |
767 | 0 | if (rot3x3(1, 1) > rot3x3(0, 0)) |
768 | 0 | i = 1; |
769 | 0 | if (rot3x3(2, 2) > rot3x3(i, i)) |
770 | 0 | i = 2; |
771 | 0 | int j = s_next[i]; |
772 | 0 | int k = s_next[j]; |
773 | |
|
774 | 0 | const float s = 2.0f * std::sqrt(rot3x3(i, i) - rot3x3(j, j) - rot3x3(k, k) + 1.0f); |
775 | 0 | axis[i] = 0.25f * s; |
776 | 0 | scalar = (rot3x3(k, j) - rot3x3(j, k)) / s; |
777 | 0 | axis[j] = (rot3x3(j, i) + rot3x3(i, j)) / s; |
778 | 0 | axis[k] = (rot3x3(k, i) + rot3x3(i, k)) / s; |
779 | 0 | } |
780 | |
|
781 | 0 | return QQuaternion(scalar, axis[0], axis[1], axis[2]); |
782 | 0 | } |
783 | | |
784 | | /*! |
785 | | \since 6.11 |
786 | | \class QQuaternion::Axes |
787 | | \ingroup painting-3D |
788 | | \inmodule QtGui |
789 | | |
790 | | A struct containing the three orthonormal \l{QQuaternion::Axis}{axes} that define a |
791 | | \l{QQuaternion}{quaternion}. |
792 | | |
793 | | |
794 | | \sa QQuaternion::toAxes(), QQuaternion::fromAxes(QQuaternion::Axes) |
795 | | */ |
796 | | |
797 | | /*! |
798 | | \variable QQuaternion::Axes::x |
799 | | |
800 | | The x orthonormal axis that, together with \l{y} and \l{z}, defines a |
801 | | quaternion. |
802 | | */ |
803 | | |
804 | | /*! |
805 | | \variable QQuaternion::Axes::y |
806 | | |
807 | | The y orthonormal axis that, together with \l{x} and \l{z}, defines a |
808 | | quaternion. |
809 | | */ |
810 | | |
811 | | /*! |
812 | | \variable QQuaternion::Axes::z |
813 | | |
814 | | The z orthonormal axis that, together with \l{x} and \l{y}, defines a |
815 | | quaternion. |
816 | | */ |
817 | | |
818 | | /*! |
819 | | \since 6.11 |
820 | | |
821 | | Returns the three orthonormal axes that define this quaternion. |
822 | | |
823 | | \sa QQuaternion::Axes, fromAxes(QQuaternion::Axes), toRotationMatrix() |
824 | | */ |
825 | | auto QQuaternion::toAxes() const -> Axes |
826 | 0 | { |
827 | 0 | const QMatrix3x3 rot3x3(toRotationMatrix()); |
828 | |
|
829 | 0 | return { {rot3x3(0, 0), rot3x3(1, 0), rot3x3(2, 0)}, |
830 | 0 | {rot3x3(0, 1), rot3x3(1, 1), rot3x3(2, 1)}, |
831 | 0 | {rot3x3(0, 2), rot3x3(1, 2), rot3x3(2, 2)} }; |
832 | 0 | } |
833 | | |
834 | | /*! |
835 | | \fn void QQuaternion::getAxes(QVector3D *xAxis, QVector3D *yAxis, QVector3D *zAxis) const |
836 | | \since 5.5 |
837 | | |
838 | | \obsolete |
839 | | Use toAxes() instead. |
840 | | |
841 | | Returns the 3 orthonormal axes (\a xAxis, \a yAxis, \a zAxis) defining the quaternion. |
842 | | |
843 | | All of \a xAxis, \a yAxis, and \a zAxis must be valid, non-\nullptr pointers, |
844 | | otherwise the behavior is undefined. |
845 | | |
846 | | \sa fromAxes(), toRotationMatrix() |
847 | | */ |
848 | | |
849 | | /*! |
850 | | \since 6.11 |
851 | | |
852 | | Constructs the quaternion using axes contained in \a axes. |
853 | | |
854 | | \note The axes are assumed to be orthonormal. |
855 | | |
856 | | \sa toAxes(), fromRotationMatrix() |
857 | | */ |
858 | | QQuaternion QQuaternion::fromAxes(Axes axes) // clazy:exclude=function-args-by-ref |
859 | 0 | { |
860 | 0 | QMatrix3x3 rot3x3(Qt::Uninitialized); |
861 | 0 | rot3x3(0, 0) = axes.x.x; |
862 | 0 | rot3x3(1, 0) = axes.x.y; |
863 | 0 | rot3x3(2, 0) = axes.x.z; |
864 | 0 | rot3x3(0, 1) = axes.y.x; |
865 | 0 | rot3x3(1, 1) = axes.y.y; |
866 | 0 | rot3x3(2, 1) = axes.y.z; |
867 | 0 | rot3x3(0, 2) = axes.z.x; |
868 | 0 | rot3x3(1, 2) = axes.z.y; |
869 | 0 | rot3x3(2, 2) = axes.z.z; |
870 | |
|
871 | 0 | return QQuaternion::fromRotationMatrix(rot3x3); |
872 | 0 | } |
873 | | |
874 | | /*! |
875 | | \fn QQuaternion QQuaternion::fromAxes(const QVector3D &xAxis, const QVector3D &yAxis, const QVector3D &zAxis) |
876 | | \since 5.5 |
877 | | |
878 | | \overload |
879 | | */ |
880 | | |
881 | | #ifndef QT_NO_VECTOR3D |
882 | | |
883 | | /*! |
884 | | \since 5.5 |
885 | | |
886 | | Constructs the quaternion using specified forward direction \a direction |
887 | | and upward direction \a up. |
888 | | If the upward direction was not specified or the forward and upward |
889 | | vectors are collinear, a new orthonormal upward direction will be generated. |
890 | | |
891 | | \sa fromAxes(), rotationTo() |
892 | | */ |
893 | | QQuaternion QQuaternion::fromDirection(const QVector3D &direction, const QVector3D &up) |
894 | 0 | { |
895 | 0 | if (qFuzzyIsNull(direction.x()) && qFuzzyIsNull(direction.y()) && qFuzzyIsNull(direction.z())) |
896 | 0 | return QQuaternion(); |
897 | | |
898 | 0 | const QVector3D zAxis(direction.normalized()); |
899 | 0 | QVector3D xAxis(QVector3D::crossProduct(up, zAxis)); |
900 | 0 | if (qFuzzyIsNull(xAxis.lengthSquared())) { |
901 | | // collinear or invalid up vector; derive shortest arc to new direction |
902 | 0 | return QQuaternion::rotationTo(QVector3D(0.0f, 0.0f, 1.0f), zAxis); |
903 | 0 | } |
904 | | |
905 | 0 | xAxis.normalize(); |
906 | 0 | const QVector3D yAxis(QVector3D::crossProduct(zAxis, xAxis)); |
907 | |
|
908 | 0 | return QQuaternion::fromAxes(xAxis, yAxis, zAxis); |
909 | 0 | } |
910 | | |
911 | | /*! |
912 | | \since 5.5 |
913 | | |
914 | | Returns the shortest arc quaternion to rotate from the direction described by the vector \a from |
915 | | to the direction described by the vector \a to. |
916 | | |
917 | | \sa fromDirection() |
918 | | */ |
919 | | QQuaternion QQuaternion::rotationTo(const QVector3D &from, const QVector3D &to) |
920 | 0 | { |
921 | | // Based on Stan Melax's article in Game Programming Gems |
922 | |
|
923 | 0 | const QVector3D v0(from.normalized()); |
924 | 0 | const QVector3D v1(to.normalized()); |
925 | |
|
926 | 0 | float d = QVector3D::dotProduct(v0, v1) + 1.0f; |
927 | | |
928 | | // if dest vector is close to the inverse of source vector, ANY axis of rotation is valid |
929 | 0 | if (qFuzzyIsNull(d)) { |
930 | 0 | QVector3D axis = QVector3D::crossProduct(QVector3D(1.0f, 0.0f, 0.0f), v0); |
931 | 0 | if (qFuzzyIsNull(axis.lengthSquared())) |
932 | 0 | axis = QVector3D::crossProduct(QVector3D(0.0f, 1.0f, 0.0f), v0); |
933 | 0 | axis.normalize(); |
934 | | |
935 | | // same as QQuaternion::fromAxisAndAngle(axis, 180.0f) |
936 | 0 | return QQuaternion(0.0f, axis.x(), axis.y(), axis.z()); |
937 | 0 | } |
938 | | |
939 | 0 | d = std::sqrt(2.0f * d); |
940 | 0 | const QVector3D axis(QVector3D::crossProduct(v0, v1) / d); |
941 | |
|
942 | 0 | return QQuaternion(d * 0.5f, axis).normalized(); |
943 | 0 | } |
944 | | |
945 | | #endif // QT_NO_VECTOR3D |
946 | | |
947 | | /*! |
948 | | \fn bool QQuaternion::operator==(const QQuaternion &q1, const QQuaternion &q2) noexcept |
949 | | |
950 | | Returns \c true if \a q1 is equal to \a q2; otherwise returns \c false. |
951 | | This operator uses an exact floating-point comparison. |
952 | | */ |
953 | | |
954 | | /*! |
955 | | \fn bool QQuaternion::operator!=(const QQuaternion &q1, const QQuaternion &q2) noexcept |
956 | | |
957 | | Returns \c true if \a q1 is not equal to \a q2; otherwise returns \c false. |
958 | | This operator uses an exact floating-point comparison. |
959 | | */ |
960 | | |
961 | | /*! |
962 | | \fn const QQuaternion operator+(const QQuaternion &q1, const QQuaternion &q2) noexcept |
963 | | \relates QQuaternion |
964 | | |
965 | | Returns a QQuaternion object that is the sum of the given quaternions, |
966 | | \a q1 and \a q2; each component is added separately. |
967 | | |
968 | | \sa QQuaternion::operator+=() |
969 | | */ |
970 | | |
971 | | /*! |
972 | | \fn const QQuaternion operator-(const QQuaternion &q1, const QQuaternion &q2) noexcept |
973 | | \relates QQuaternion |
974 | | |
975 | | Returns a QQuaternion object that is formed by subtracting |
976 | | \a q2 from \a q1; each component is subtracted separately. |
977 | | |
978 | | \sa QQuaternion::operator-=() |
979 | | */ |
980 | | |
981 | | /*! |
982 | | \fn const QQuaternion operator*(float factor, const QQuaternion &quaternion) noexcept |
983 | | \relates QQuaternion |
984 | | |
985 | | Returns a copy of the given \a quaternion, multiplied by the |
986 | | given \a factor. |
987 | | |
988 | | \sa QQuaternion::operator*=() |
989 | | */ |
990 | | |
991 | | /*! |
992 | | \fn const QQuaternion operator*(const QQuaternion &quaternion, float factor) noexcept |
993 | | \relates QQuaternion |
994 | | |
995 | | Returns a copy of the given \a quaternion, multiplied by the |
996 | | given \a factor. |
997 | | |
998 | | \sa QQuaternion::operator*=() |
999 | | */ |
1000 | | |
1001 | | /*! |
1002 | | \fn const QQuaternion operator*(const QQuaternion &q1, const QQuaternion &q2) noexcept |
1003 | | \relates QQuaternion |
1004 | | |
1005 | | Multiplies \a q1 and \a q2 using quaternion multiplication. |
1006 | | The result corresponds to applying both of the rotations specified |
1007 | | by \a q1 and \a q2. |
1008 | | |
1009 | | \sa QQuaternion::operator*=() |
1010 | | */ |
1011 | | |
1012 | | /*! |
1013 | | \fn const QQuaternion operator-(const QQuaternion &quaternion) noexcept |
1014 | | \relates QQuaternion |
1015 | | \overload |
1016 | | |
1017 | | Returns a QQuaternion object that is formed by changing the sign of |
1018 | | all three components of the given \a quaternion. |
1019 | | |
1020 | | Equivalent to \c {QQuaternion(0,0,0,0) - quaternion}. |
1021 | | */ |
1022 | | |
1023 | | /*! |
1024 | | \fn const QQuaternion operator/(const QQuaternion &quaternion, float divisor) |
1025 | | \relates QQuaternion |
1026 | | |
1027 | | Returns the QQuaternion object formed by dividing all components of |
1028 | | the given \a quaternion by the given \a divisor. |
1029 | | |
1030 | | \sa QQuaternion::operator/=() |
1031 | | */ |
1032 | | |
1033 | | #ifndef QT_NO_VECTOR3D |
1034 | | |
1035 | | /*! |
1036 | | \fn QVector3D operator*(const QQuaternion &quaternion, const QVector3D &vec) noexcept |
1037 | | \since 5.5 |
1038 | | \relates QQuaternion |
1039 | | |
1040 | | Rotates a vector \a vec with a quaternion \a quaternion to produce a new vector in 3D space. |
1041 | | */ |
1042 | | |
1043 | | #endif |
1044 | | |
1045 | | /*! |
1046 | | \fn bool qFuzzyCompare(const QQuaternion &q1, const QQuaternion &q2) noexcept |
1047 | | \relates QQuaternion |
1048 | | |
1049 | | Returns \c true if \a q1 and \a q2 are equal, allowing for a small |
1050 | | fuzziness factor for floating-point comparisons; false otherwise. |
1051 | | */ |
1052 | | |
1053 | | /*! |
1054 | | Interpolates along the shortest spherical path between the |
1055 | | rotational positions \a q1 and \a q2. The value \a t should |
1056 | | be between 0 and 1, indicating the spherical distance to travel |
1057 | | between \a q1 and \a q2. |
1058 | | |
1059 | | If \a t is less than or equal to 0, then \a q1 will be returned. |
1060 | | If \a t is greater than or equal to 1, then \a q2 will be returned. |
1061 | | |
1062 | | \sa nlerp() |
1063 | | */ |
1064 | | QQuaternion QQuaternion::slerp |
1065 | | (const QQuaternion &q1, const QQuaternion &q2, float t) |
1066 | 0 | { |
1067 | | // Handle the easy cases first. |
1068 | 0 | if (t <= 0.0f) |
1069 | 0 | return q1; |
1070 | 0 | else if (t >= 1.0f) |
1071 | 0 | return q2; |
1072 | | |
1073 | | // Determine the angle between the two quaternions. |
1074 | 0 | QQuaternion q2b(q2); |
1075 | 0 | float dot = QQuaternion::dotProduct(q1, q2); |
1076 | 0 | if (dot < 0.0f) { |
1077 | 0 | q2b = -q2b; |
1078 | 0 | dot = -dot; |
1079 | 0 | } |
1080 | | |
1081 | | // Get the scale factors. If they are too small, |
1082 | | // then revert to simple linear interpolation. |
1083 | 0 | float factor1 = 1.0f - t; |
1084 | 0 | float factor2 = t; |
1085 | 0 | if ((1.0f - dot) > 0.0000001) { |
1086 | 0 | float angle = std::acos(dot); |
1087 | 0 | float sinOfAngle = std::sin(angle); |
1088 | 0 | if (sinOfAngle > 0.0000001) { |
1089 | 0 | factor1 = std::sin((1.0f - t) * angle) / sinOfAngle; |
1090 | 0 | factor2 = std::sin(t * angle) / sinOfAngle; |
1091 | 0 | } |
1092 | 0 | } |
1093 | | |
1094 | | // Construct the result quaternion. |
1095 | 0 | return q1 * factor1 + q2b * factor2; |
1096 | 0 | } |
1097 | | |
1098 | | /*! |
1099 | | Interpolates along the shortest linear path between the rotational |
1100 | | positions \a q1 and \a q2. The value \a t should be between 0 and 1, |
1101 | | indicating the distance to travel between \a q1 and \a q2. |
1102 | | The result will be normalized(). |
1103 | | |
1104 | | If \a t is less than or equal to 0, then \a q1 will be returned. |
1105 | | If \a t is greater than or equal to 1, then \a q2 will be returned. |
1106 | | |
1107 | | The nlerp() function is typically faster than slerp() and will |
1108 | | give approximate results to spherical interpolation that are |
1109 | | good enough for some applications. |
1110 | | |
1111 | | \sa slerp() |
1112 | | */ |
1113 | | QQuaternion QQuaternion::nlerp |
1114 | | (const QQuaternion &q1, const QQuaternion &q2, float t) |
1115 | 0 | { |
1116 | | // Handle the easy cases first. |
1117 | 0 | if (t <= 0.0f) |
1118 | 0 | return q1; |
1119 | 0 | else if (t >= 1.0f) |
1120 | 0 | return q2; |
1121 | | |
1122 | | // Determine the angle between the two quaternions. |
1123 | 0 | QQuaternion q2b(q2); |
1124 | 0 | float dot = QQuaternion::dotProduct(q1, q2); |
1125 | 0 | if (dot < 0.0f) |
1126 | 0 | q2b = -q2b; |
1127 | | |
1128 | | // Perform the linear interpolation. |
1129 | 0 | return (q1 * (1.0f - t) + q2b * t).normalized(); |
1130 | 0 | } |
1131 | | |
1132 | | /*! |
1133 | | Returns the quaternion as a QVariant. |
1134 | | */ |
1135 | | QQuaternion::operator QVariant() const |
1136 | 0 | { |
1137 | 0 | return QVariant::fromValue(*this); |
1138 | 0 | } |
1139 | | |
1140 | | #ifndef QT_NO_DEBUG_STREAM |
1141 | | |
1142 | | QDebug operator<<(QDebug dbg, const QQuaternion &q) |
1143 | 0 | { |
1144 | 0 | QDebugStateSaver saver(dbg); |
1145 | 0 | dbg.nospace() << "QQuaternion(scalar:" << q.scalar() |
1146 | 0 | << ", vector:(" << q.x() << ", " |
1147 | 0 | << q.y() << ", " << q.z() << "))"; |
1148 | 0 | return dbg; |
1149 | 0 | } |
1150 | | |
1151 | | #endif |
1152 | | |
1153 | | #ifndef QT_NO_DATASTREAM |
1154 | | |
1155 | | /*! |
1156 | | \fn QDataStream &operator<<(QDataStream &stream, const QQuaternion &quaternion) |
1157 | | \relates QQuaternion |
1158 | | |
1159 | | Writes the given \a quaternion to the given \a stream and returns a |
1160 | | reference to the stream. |
1161 | | |
1162 | | \sa {Serializing Qt Data Types} |
1163 | | */ |
1164 | | |
1165 | | QDataStream &operator<<(QDataStream &stream, const QQuaternion &quaternion) |
1166 | 0 | { |
1167 | 0 | stream << quaternion.scalar() << quaternion.x() |
1168 | 0 | << quaternion.y() << quaternion.z(); |
1169 | 0 | return stream; |
1170 | 0 | } |
1171 | | |
1172 | | /*! |
1173 | | \fn QDataStream &operator>>(QDataStream &stream, QQuaternion &quaternion) |
1174 | | \relates QQuaternion |
1175 | | |
1176 | | Reads a quaternion from the given \a stream into the given \a quaternion |
1177 | | and returns a reference to the stream. |
1178 | | |
1179 | | \sa {Serializing Qt Data Types} |
1180 | | */ |
1181 | | |
1182 | | QDataStream &operator>>(QDataStream &stream, QQuaternion &quaternion) |
1183 | 0 | { |
1184 | 0 | float scalar, x, y, z; |
1185 | 0 | stream >> scalar; |
1186 | 0 | stream >> x; |
1187 | 0 | stream >> y; |
1188 | 0 | stream >> z; |
1189 | 0 | quaternion.setScalar(scalar); |
1190 | 0 | quaternion.setX(x); |
1191 | 0 | quaternion.setY(y); |
1192 | 0 | quaternion.setZ(z); |
1193 | 0 | return stream; |
1194 | 0 | } |
1195 | | |
1196 | | #endif // QT_NO_DATASTREAM |
1197 | | |
1198 | | #endif |
1199 | | |
1200 | | QT_END_NAMESPACE |