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// Copyright 2017 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef UI_GFX_GEOMETRY_QUATERNION_H_
#define UI_GFX_GEOMETRY_QUATERNION_H_
#include <string>
#include "ui/gfx/geometry/geometry_export.h"
namespace gfx {
class Vector3dF;
class GEOMETRY_EXPORT Quaternion {
public:
constexpr Quaternion() = default;
constexpr Quaternion(double x, double y, double z, double w)
: x_(x), y_(y), z_(z), w_(w) {}
Quaternion(const Vector3dF& axis, double angle);
// Constructs a quaternion representing a rotation between |from| and |to|.
Quaternion(const Vector3dF& from, const Vector3dF& to);
static Quaternion FromAxisAngle(double x, double y, double z, double angle);
constexpr double x() const { return x_; }
void set_x(double x) { x_ = x; }
constexpr double y() const { return y_; }
void set_y(double y) { y_ = y; }
constexpr double z() const { return z_; }
void set_z(double z) { z_ = z; }
constexpr double w() const { return w_; }
void set_w(double w) { w_ = w; }
Quaternion operator+(const Quaternion& q) const {
return {q.x_ + x_, q.y_ + y_, q.z_ + z_, q.w_ + w_};
}
Quaternion operator*(const Quaternion& q) const {
return {w_ * q.x_ + x_ * q.w_ + y_ * q.z_ - z_ * q.y_,
w_ * q.y_ - x_ * q.z_ + y_ * q.w_ + z_ * q.x_,
w_ * q.z_ + x_ * q.y_ - y_ * q.x_ + z_ * q.w_,
w_ * q.w_ - x_ * q.x_ - y_ * q.y_ - z_ * q.z_};
}
Quaternion inverse() const { return {-x_, -y_, -z_, w_}; }
Quaternion flip() const { return {-x_, -y_, -z_, -w_}; }
// Blends with the given quaternion, |q|, via spherical linear interpolation.
// Values of |t| in the range [0, 1] will interpolate between |this| and |q|,
// and values outside that range will extrapolate beyond in either direction.
Quaternion Slerp(const Quaternion& q, double t) const;
// Blends with the given quaternion, |q|, via linear interpolation. This is
// rarely what you want. Use only if you know what you're doing.
// Values of |t| in the range [0, 1] will interpolate between |this| and |q|,
// and values outside that range will extrapolate beyond in either direction.
Quaternion Lerp(const Quaternion& q, double t) const;
double Length() const;
Quaternion Normalized() const;
std::string ToString() const;
private:
double x_ = 0.0;
double y_ = 0.0;
double z_ = 0.0;
double w_ = 1.0;
};
// |s| is an arbitrary, real constant.
inline Quaternion operator*(const Quaternion& q, double s) {
return Quaternion(q.x() * s, q.y() * s, q.z() * s, q.w() * s);
}
// |s| is an arbitrary, real constant.
inline Quaternion operator*(double s, const Quaternion& q) {
return Quaternion(q.x() * s, q.y() * s, q.z() * s, q.w() * s);
}
// |s| is an arbitrary, real constant.
inline Quaternion operator/(const Quaternion& q, double s) {
double inv = 1.0 / s;
return q * inv;
}
// Returns true if the x, y, z, w values of |lhs| and |rhs| are equal. Note that
// two quaternions can represent the same orientation with different values.
// This operator will return false in that scenario.
inline bool operator==(const Quaternion& lhs, const Quaternion& rhs) {
return lhs.x() == rhs.x() && lhs.y() == rhs.y() && lhs.z() == rhs.z() &&
lhs.w() == rhs.w();
}
inline bool operator!=(const Quaternion& lhs, const Quaternion& rhs) {
return !(lhs == rhs);
}
} // namespace gfx
#endif // UI_GFX_GEOMETRY_QUATERNION_H_