[QQuaternion] Introduce toAxisAndAngle()

This operation is the exact opposite to QQuaternion::fromAxisAndAngle()
(so that it is a way to extract the axis and angle values suitable
to create the same quaternion via QQuaternion::fromAxisAndAngle()).

Change-Id: I41fda58f5fb2b867cccd6b2faf58ab671fa070da
Reviewed-by: Laszlo Agocs <laszlo.agocs@theqtcompany.com>
bb10
Konstantin Ritt 2015-02-09 17:50:25 +04:00
parent 255ecba269
commit 5d784deb71
3 changed files with 79 additions and 0 deletions

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@ -362,9 +362,22 @@ QVector3D QQuaternion::rotatedVector(const QVector3D& vector) const
#ifndef QT_NO_VECTOR3D
/*!
\fn void QQuaternion::toAxisAndAngle(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 toAxisAndAngle()
*/
QQuaternion QQuaternion::fromAxisAndAngle(const QVector3D& axis, float angle)
{
@ -381,9 +394,46 @@ 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::toAxisAndAngle(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 = sqrtf(length);
*x /= length;
*y /= length;
*z /= length;
}
*angle = 2.0f * acosf(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 toAxisAndAngle()
*/
QQuaternion QQuaternion::fromAxisAndAngle
(float x, float y, float z, float angle)

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@ -115,8 +115,10 @@ public:
operator QVariant() const;
#ifndef QT_NO_VECTOR3D
inline void toAxisAndAngle(QVector3D *axis, float *angle) const;
static QQuaternion fromAxisAndAngle(const QVector3D& axis, float angle);
#endif
void toAxisAndAngle(float *x, float *y, float *z, float *angle) const;
static QQuaternion fromAxisAndAngle
(float x, float y, float z, float angle);
@ -299,6 +301,13 @@ inline QVector3D QQuaternion::vector() const
return QVector3D(xp, yp, zp);
}
inline void QQuaternion::toAxisAndAngle(QVector3D *axis, float *angle) const
{
float aX, aY, aZ;
toAxisAndAngle(&aX, &aY, &aZ, angle);
*axis = QVector3D(aX, aY, aZ);
}
#endif
inline void QQuaternion::setVector(float aX, float aY, float aZ)

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@ -721,11 +721,31 @@ void tst_QQuaternion::fromAxisAndAngle()
QVERIFY(qFuzzyCompare(answer.z(), result.z()));
QVERIFY(qFuzzyCompare(answer.scalar(), result.scalar()));
{
QVector3D answerAxis;
float answerAngle;
answer.toAxisAndAngle(&answerAxis, &answerAngle);
QVERIFY(qFuzzyCompare(answerAxis.x(), vector.x()));
QVERIFY(qFuzzyCompare(answerAxis.y(), vector.y()));
QVERIFY(qFuzzyCompare(answerAxis.z(), vector.z()));
QVERIFY(qFuzzyCompare(answerAngle, angle));
}
answer = QQuaternion::fromAxisAndAngle(x1, y1, z1, angle);
QVERIFY(qFuzzyCompare(answer.x(), result.x()));
QVERIFY(qFuzzyCompare(answer.y(), result.y()));
QVERIFY(qFuzzyCompare(answer.z(), result.z()));
QVERIFY(qFuzzyCompare(answer.scalar(), result.scalar()));
{
float answerAxisX, answerAxisY, answerAxisZ;
float answerAngle;
answer.toAxisAndAngle(&answerAxisX, &answerAxisY, &answerAxisZ, &answerAngle);
QVERIFY(qFuzzyCompare(answerAxisX, vector.x()));
QVERIFY(qFuzzyCompare(answerAxisY, vector.y()));
QVERIFY(qFuzzyCompare(answerAxisZ, vector.z()));
QVERIFY(qFuzzyCompare(answerAngle, angle));
}
}
// Test quaternion convertion to and from rotation matrix.