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+// Generated from quat.rs.tera template. Edit the template, not the generated file.
+
+use crate::{
+ euler::{EulerFromQuaternion, EulerRot, EulerToQuaternion},
+ DQuat, FloatEx, Mat3, Mat3A, Mat4, Vec2, Vec3, Vec3A, Vec4,
+};
+
+#[cfg(feature = "libm")]
+#[allow(unused_imports)]
+use num_traits::Float;
+
+#[cfg(not(target_arch = "spirv"))]
+use core::fmt;
+use core::iter::{Product, Sum};
+use core::ops::{Add, Div, Mul, MulAssign, Neg, Sub};
+
+/// Creates a quaternion from `x`, `y`, `z` and `w` values.
+///
+/// This should generally not be called manually unless you know what you are doing. Use
+/// one of the other constructors instead such as `identity` or `from_axis_angle`.
+#[inline]
+pub const fn quat(x: f32, y: f32, z: f32, w: f32) -> Quat {
+ Quat::from_xyzw(x, y, z, w)
+}
+
+/// A quaternion representing an orientation.
+///
+/// This quaternion is intended to be of unit length but may denormalize due to
+/// floating point "error creep" which can occur when successive quaternion
+/// operations are applied.
+#[derive(Clone, Copy)]
+#[cfg_attr(
+ not(any(feature = "scalar-math", target_arch = "spirv")),
+ repr(align(16))
+)]
+#[cfg_attr(not(target_arch = "spirv"), repr(C))]
+#[cfg_attr(target_arch = "spirv", repr(simd))]
+pub struct Quat {
+ pub x: f32,
+ pub y: f32,
+ pub z: f32,
+ pub w: f32,
+}
+
+impl Quat {
+ /// All zeros.
+ const ZERO: Self = Self::from_array([0.0; 4]);
+
+ /// The identity quaternion. Corresponds to no rotation.
+ pub const IDENTITY: Self = Self::from_xyzw(0.0, 0.0, 0.0, 1.0);
+
+ /// All NANs.
+ pub const NAN: Self = Self::from_array([f32::NAN; 4]);
+
+ /// Creates a new rotation quaternion.
+ ///
+ /// This should generally not be called manually unless you know what you are doing.
+ /// Use one of the other constructors instead such as `identity` or `from_axis_angle`.
+ ///
+ /// `from_xyzw` is mostly used by unit tests and `serde` deserialization.
+ ///
+ /// # Preconditions
+ ///
+ /// This function does not check if the input is normalized, it is up to the user to
+ /// provide normalized input or to normalized the resulting quaternion.
+ #[inline(always)]
+ pub const fn from_xyzw(x: f32, y: f32, z: f32, w: f32) -> Self {
+ Self { x, y, z, w }
+ }
+
+ /// Creates a rotation quaternion from an array.
+ ///
+ /// # Preconditions
+ ///
+ /// This function does not check if the input is normalized, it is up to the user to
+ /// provide normalized input or to normalized the resulting quaternion.
+ #[inline]
+ pub const fn from_array(a: [f32; 4]) -> Self {
+ Self::from_xyzw(a[0], a[1], a[2], a[3])
+ }
+
+ /// Creates a new rotation quaternion from a 4D vector.
+ ///
+ /// # Preconditions
+ ///
+ /// This function does not check if the input is normalized, it is up to the user to
+ /// provide normalized input or to normalized the resulting quaternion.
+ #[inline]
+ pub fn from_vec4(v: Vec4) -> Self {
+ Self {
+ x: v.x,
+ y: v.y,
+ z: v.z,
+ w: v.w,
+ }
+ }
+
+ /// Creates a rotation quaternion from a slice.
+ ///
+ /// # Preconditions
+ ///
+ /// This function does not check if the input is normalized, it is up to the user to
+ /// provide normalized input or to normalized the resulting quaternion.
+ ///
+ /// # Panics
+ ///
+ /// Panics if `slice` length is less than 4.
+ #[inline]
+ pub fn from_slice(slice: &[f32]) -> Self {
+ Self::from_xyzw(slice[0], slice[1], slice[2], slice[3])
+ }
+
+ /// Writes the quaternion to an unaligned slice.
+ ///
+ /// # Panics
+ ///
+ /// Panics if `slice` length is less than 4.
+ #[inline]
+ pub fn write_to_slice(self, slice: &mut [f32]) {
+ slice[0] = self.x;
+ slice[1] = self.y;
+ slice[2] = self.z;
+ slice[3] = self.w;
+ }
+
+ /// Create a quaternion for a normalized rotation `axis` and `angle` (in radians).
+ /// The axis must be normalized (unit-length).
+ ///
+ /// # Panics
+ ///
+ /// Will panic if `axis` is not normalized when `glam_assert` is enabled.
+ #[inline]
+ pub fn from_axis_angle(axis: Vec3, angle: f32) -> Self {
+ glam_assert!(axis.is_normalized());
+ let (s, c) = (angle * 0.5).sin_cos();
+ let v = axis * s;
+ Self::from_xyzw(v.x, v.y, v.z, c)
+ }
+
+ /// Create a quaternion that rotates `v.length()` radians around `v.normalize()`.
+ ///
+ /// `from_scaled_axis(Vec3::ZERO)` results in the identity quaternion.
+ #[inline]
+ pub fn from_scaled_axis(v: Vec3) -> Self {
+ let length = v.length();
+ if length == 0.0 {
+ Self::IDENTITY
+ } else {
+ Self::from_axis_angle(v / length, length)
+ }
+ }
+
+ /// Creates a quaternion from the `angle` (in radians) around the x axis.
+ #[inline]
+ pub fn from_rotation_x(angle: f32) -> Self {
+ let (s, c) = (angle * 0.5).sin_cos();
+ Self::from_xyzw(s, 0.0, 0.0, c)
+ }
+
+ /// Creates a quaternion from the `angle` (in radians) around the y axis.
+ #[inline]
+ pub fn from_rotation_y(angle: f32) -> Self {
+ let (s, c) = (angle * 0.5).sin_cos();
+ Self::from_xyzw(0.0, s, 0.0, c)
+ }
+
+ /// Creates a quaternion from the `angle` (in radians) around the z axis.
+ #[inline]
+ pub fn from_rotation_z(angle: f32) -> Self {
+ let (s, c) = (angle * 0.5).sin_cos();
+ Self::from_xyzw(0.0, 0.0, s, c)
+ }
+
+ #[inline]
+ /// Creates a quaternion from the given Euler rotation sequence and the angles (in radians).
+ pub fn from_euler(euler: EulerRot, a: f32, b: f32, c: f32) -> Self {
+ euler.new_quat(a, b, c)
+ }
+
+ /// From the columns of a 3x3 rotation matrix.
+ #[inline]
+ pub(crate) fn from_rotation_axes(x_axis: Vec3, y_axis: Vec3, z_axis: Vec3) -> Self {
+ // Based on https://github.com/microsoft/DirectXMath `XM$quaternionRotationMatrix`
+ let (m00, m01, m02) = x_axis.into();
+ let (m10, m11, m12) = y_axis.into();
+ let (m20, m21, m22) = z_axis.into();
+ if m22 <= 0.0 {
+ // x^2 + y^2 >= z^2 + w^2
+ let dif10 = m11 - m00;
+ let omm22 = 1.0 - m22;
+ if dif10 <= 0.0 {
+ // x^2 >= y^2
+ let four_xsq = omm22 - dif10;
+ let inv4x = 0.5 / four_xsq.sqrt();
+ Self::from_xyzw(
+ four_xsq * inv4x,
+ (m01 + m10) * inv4x,
+ (m02 + m20) * inv4x,
+ (m12 - m21) * inv4x,
+ )
+ } else {
+ // y^2 >= x^2
+ let four_ysq = omm22 + dif10;
+ let inv4y = 0.5 / four_ysq.sqrt();
+ Self::from_xyzw(
+ (m01 + m10) * inv4y,
+ four_ysq * inv4y,
+ (m12 + m21) * inv4y,
+ (m20 - m02) * inv4y,
+ )
+ }
+ } else {
+ // z^2 + w^2 >= x^2 + y^2
+ let sum10 = m11 + m00;
+ let opm22 = 1.0 + m22;
+ if sum10 <= 0.0 {
+ // z^2 >= w^2
+ let four_zsq = opm22 - sum10;
+ let inv4z = 0.5 / four_zsq.sqrt();
+ Self::from_xyzw(
+ (m02 + m20) * inv4z,
+ (m12 + m21) * inv4z,
+ four_zsq * inv4z,
+ (m01 - m10) * inv4z,
+ )
+ } else {
+ // w^2 >= z^2
+ let four_wsq = opm22 + sum10;
+ let inv4w = 0.5 / four_wsq.sqrt();
+ Self::from_xyzw(
+ (m12 - m21) * inv4w,
+ (m20 - m02) * inv4w,
+ (m01 - m10) * inv4w,
+ four_wsq * inv4w,
+ )
+ }
+ }
+ }
+
+ /// Creates a quaternion from a 3x3 rotation matrix.
+ #[inline]
+ pub fn from_mat3(mat: &Mat3) -> Self {
+ Self::from_rotation_axes(mat.x_axis, mat.y_axis, mat.z_axis)
+ }
+
+ /// Creates a quaternion from a 3x3 SIMD aligned rotation matrix.
+ #[inline]
+ pub fn from_mat3a(mat: &Mat3A) -> Self {
+ Self::from_rotation_axes(mat.x_axis.into(), mat.y_axis.into(), mat.z_axis.into())
+ }
+
+ /// Creates a quaternion from a 3x3 rotation matrix inside a homogeneous 4x4 matrix.
+ #[inline]
+ pub fn from_mat4(mat: &Mat4) -> Self {
+ Self::from_rotation_axes(
+ mat.x_axis.truncate(),
+ mat.y_axis.truncate(),
+ mat.z_axis.truncate(),
+ )
+ }
+
+ /// Gets the minimal rotation for transforming `from` to `to`. The rotation is in the
+ /// plane spanned by the two vectors. Will rotate at most 180 degrees.
+ ///
+ /// The input vectors must be normalized (unit-length).
+ ///
+ /// `from_rotation_arc(from, to) * from ≈ to`.
+ ///
+ /// For near-singular cases (from≈to and from≈-to) the current implementation
+ /// is only accurate to about 0.001 (for `f32`).
+ ///
+ /// # Panics
+ ///
+ /// Will panic if `from` or `to` are not normalized when `glam_assert` is enabled.
+ pub fn from_rotation_arc(from: Vec3, to: Vec3) -> Self {
+ glam_assert!(from.is_normalized());
+ glam_assert!(to.is_normalized());
+
+ const ONE_MINUS_EPS: f32 = 1.0 - 2.0 * core::f32::EPSILON;
+ let dot = from.dot(to);
+ if dot > ONE_MINUS_EPS {
+ // 0° singulary: from ≈ to
+ Self::IDENTITY
+ } else if dot < -ONE_MINUS_EPS {
+ // 180° singulary: from ≈ -to
+ use core::f32::consts::PI; // half a turn = 𝛕/2 = 180°
+ Self::from_axis_angle(from.any_orthonormal_vector(), PI)
+ } else {
+ let c = from.cross(to);
+ Self::from_xyzw(c.x, c.y, c.z, 1.0 + dot).normalize()
+ }
+ }
+
+ /// Gets the minimal rotation for transforming `from` to either `to` or `-to`. This means
+ /// that the resulting quaternion will rotate `from` so that it is colinear with `to`.
+ ///
+ /// The rotation is in the plane spanned by the two vectors. Will rotate at most 90
+ /// degrees.
+ ///
+ /// The input vectors must be normalized (unit-length).
+ ///
+ /// `to.dot(from_rotation_arc_colinear(from, to) * from).abs() ≈ 1`.
+ ///
+ /// # Panics
+ ///
+ /// Will panic if `from` or `to` are not normalized when `glam_assert` is enabled.
+ #[inline]
+ pub fn from_rotation_arc_colinear(from: Vec3, to: Vec3) -> Self {
+ if from.dot(to) < 0.0 {
+ Self::from_rotation_arc(from, -to)
+ } else {
+ Self::from_rotation_arc(from, to)
+ }
+ }
+
+ /// Gets the minimal rotation for transforming `from` to `to`. The resulting rotation is
+ /// around the z axis. Will rotate at most 180 degrees.
+ ///
+ /// The input vectors must be normalized (unit-length).
+ ///
+ /// `from_rotation_arc_2d(from, to) * from ≈ to`.
+ ///
+ /// For near-singular cases (from≈to and from≈-to) the current implementation
+ /// is only accurate to about 0.001 (for `f32`).
+ ///
+ /// # Panics
+ ///
+ /// Will panic if `from` or `to` are not normalized when `glam_assert` is enabled.
+ pub fn from_rotation_arc_2d(from: Vec2, to: Vec2) -> Self {
+ glam_assert!(from.is_normalized());
+ glam_assert!(to.is_normalized());
+
+ const ONE_MINUS_EPSILON: f32 = 1.0 - 2.0 * core::f32::EPSILON;
+ let dot = from.dot(to);
+ if dot > ONE_MINUS_EPSILON {
+ // 0° singulary: from ≈ to
+ Self::IDENTITY
+ } else if dot < -ONE_MINUS_EPSILON {
+ // 180° singulary: from ≈ -to
+ const COS_FRAC_PI_2: f32 = 0.0;
+ const SIN_FRAC_PI_2: f32 = 1.0;
+ // rotation around z by PI radians
+ Self::from_xyzw(0.0, 0.0, SIN_FRAC_PI_2, COS_FRAC_PI_2)
+ } else {
+ // vector3 cross where z=0
+ let z = from.x * to.y - to.x * from.y;
+ let w = 1.0 + dot;
+ // calculate length with x=0 and y=0 to normalize
+ let len_rcp = 1.0 / (z * z + w * w).sqrt();
+ Self::from_xyzw(0.0, 0.0, z * len_rcp, w * len_rcp)
+ }
+ }
+
+ /// Returns the rotation axis and angle (in radians) of `self`.
+ #[inline]
+ pub fn to_axis_angle(self) -> (Vec3, f32) {
+ const EPSILON: f32 = 1.0e-8;
+ const EPSILON_SQUARED: f32 = EPSILON * EPSILON;
+ let w = self.w;
+ let angle = w.acos_approx() * 2.0;
+ let scale_sq = f32::max(1.0 - w * w, 0.0);
+ if scale_sq >= EPSILON_SQUARED {
+ (
+ Vec3::new(self.x, self.y, self.z) * scale_sq.sqrt().recip(),
+ angle,
+ )
+ } else {
+ (Vec3::X, angle)
+ }
+ }
+
+ /// Returns the rotation axis scaled by the rotation in radians.
+ #[inline]
+ pub fn to_scaled_axis(self) -> Vec3 {
+ let (axis, angle) = self.to_axis_angle();
+ axis * angle
+ }
+
+ /// Returns the rotation angles for the given euler rotation sequence.
+ #[inline]
+ pub fn to_euler(self, euler: EulerRot) -> (f32, f32, f32) {
+ euler.convert_quat(self)
+ }
+
+ /// `[x, y, z, w]`
+ #[inline]
+ pub fn to_array(&self) -> [f32; 4] {
+ [self.x, self.y, self.z, self.w]
+ }
+
+ /// Returns the vector part of the quaternion.
+ #[inline]
+ pub fn xyz(self) -> Vec3 {
+ Vec3::new(self.x, self.y, self.z)
+ }
+
+ /// Returns the quaternion conjugate of `self`. For a unit quaternion the
+ /// conjugate is also the inverse.
+ #[must_use]
+ #[inline]
+ pub fn conjugate(self) -> Self {
+ Self {
+ x: -self.x,
+ y: -self.y,
+ z: -self.z,
+ w: self.w,
+ }
+ }
+
+ /// Returns the inverse of a normalized quaternion.
+ ///
+ /// Typically quaternion inverse returns the conjugate of a normalized quaternion.
+ /// Because `self` is assumed to already be unit length this method *does not* normalize
+ /// before returning the conjugate.
+ ///
+ /// # Panics
+ ///
+ /// Will panic if `self` is not normalized when `glam_assert` is enabled.
+ #[must_use]
+ #[inline]
+ pub fn inverse(self) -> Self {
+ glam_assert!(self.is_normalized());
+ self.conjugate()
+ }
+
+ /// Computes the dot product of `self` and `rhs`. The dot product is
+ /// equal to the cosine of the angle between two quaternion rotations.
+ #[inline]
+ pub fn dot(self, rhs: Self) -> f32 {
+ Vec4::from(self).dot(Vec4::from(rhs))
+ }
+
+ /// Computes the length of `self`.
+ #[doc(alias = "magnitude")]
+ #[inline]
+ pub fn length(self) -> f32 {
+ Vec4::from(self).length()
+ }
+
+ /// Computes the squared length of `self`.
+ ///
+ /// This is generally faster than `length()` as it avoids a square
+ /// root operation.
+ #[doc(alias = "magnitude2")]
+ #[inline]
+ pub fn length_squared(self) -> f32 {
+ Vec4::from(self).length_squared()
+ }
+
+ /// Computes `1.0 / length()`.
+ ///
+ /// For valid results, `self` must _not_ be of length zero.
+ #[inline]
+ pub fn length_recip(self) -> f32 {
+ Vec4::from(self).length_recip()
+ }
+
+ /// Returns `self` normalized to length 1.0.
+ ///
+ /// For valid results, `self` must _not_ be of length zero.
+ ///
+ /// Panics
+ ///
+ /// Will panic if `self` is zero length when `glam_assert` is enabled.
+ #[must_use]
+ #[inline]
+ pub fn normalize(self) -> Self {
+ Self::from_vec4(Vec4::from(self).normalize())
+ }
+
+ /// Returns `true` if, and only if, all elements are finite.
+ /// If any element is either `NaN`, positive or negative infinity, this will return `false`.
+ #[inline]
+ pub fn is_finite(self) -> bool {
+ Vec4::from(self).is_finite()
+ }
+
+ #[inline]
+ pub fn is_nan(self) -> bool {
+ Vec4::from(self).is_nan()
+ }
+
+ /// Returns whether `self` of length `1.0` or not.
+ ///
+ /// Uses a precision threshold of `1e-6`.
+ #[inline]
+ pub fn is_normalized(self) -> bool {
+ Vec4::from(self).is_normalized()
+ }
+
+ #[inline]
+ pub fn is_near_identity(self) -> bool {
+ // Based on https://github.com/nfrechette/rtm `rtm::quat_near_identity`
+ let threshold_angle = 0.002_847_144_6;
+ // Because of floating point precision, we cannot represent very small rotations.
+ // The closest f32 to 1.0 that is not 1.0 itself yields:
+ // 0.99999994.acos() * 2.0 = 0.000690533954 rad
+ //
+ // An error threshold of 1.e-6 is used by default.
+ // (1.0 - 1.e-6).acos() * 2.0 = 0.00284714461 rad
+ // (1.0 - 1.e-7).acos() * 2.0 = 0.00097656250 rad
+ //
+ // We don't really care about the angle value itself, only if it's close to 0.
+ // This will happen whenever quat.w is close to 1.0.
+ // If the quat.w is close to -1.0, the angle will be near 2*PI which is close to
+ // a negative 0 rotation. By forcing quat.w to be positive, we'll end up with
+ // the shortest path.
+ let positive_w_angle = self.w.abs().acos_approx() * 2.0;
+ positive_w_angle < threshold_angle
+ }
+
+ /// Returns the angle (in radians) for the minimal rotation
+ /// for transforming this quaternion into another.
+ ///
+ /// Both quaternions must be normalized.
+ ///
+ /// # Panics
+ ///
+ /// Will panic if `self` or `rhs` are not normalized when `glam_assert` is enabled.
+ #[inline]
+ pub fn angle_between(self, rhs: Self) -> f32 {
+ glam_assert!(self.is_normalized() && rhs.is_normalized());
+ self.dot(rhs).abs().acos_approx() * 2.0
+ }
+
+ /// Returns true if the absolute difference of all elements between `self` and `rhs`
+ /// is less than or equal to `max_abs_diff`.
+ ///
+ /// This can be used to compare if two quaternions contain similar elements. It works
+ /// best when comparing with a known value. The `max_abs_diff` that should be used used
+ /// depends on the values being compared against.
+ ///
+ /// For more see
+ /// [comparing floating point numbers](https://randomascii.wordpress.com/2012/02/25/comparing-floating-point-numbers-2012-edition/).
+ #[inline]
+ pub fn abs_diff_eq(self, rhs: Self, max_abs_diff: f32) -> bool {
+ Vec4::from(self).abs_diff_eq(Vec4::from(rhs), max_abs_diff)
+ }
+
+ /// Performs a linear interpolation between `self` and `rhs` based on
+ /// the value `s`.
+ ///
+ /// When `s` is `0.0`, the result will be equal to `self`. When `s`
+ /// is `1.0`, the result will be equal to `rhs`.
+ ///
+ /// # Panics
+ ///
+ /// Will panic if `self` or `end` are not normalized when `glam_assert` is enabled.
+ #[inline]
+ #[doc(alias = "mix")]
+ pub fn lerp(self, end: Self, s: f32) -> Self {
+ glam_assert!(self.is_normalized());
+ glam_assert!(end.is_normalized());
+
+ let start = self;
+ let dot = start.dot(end);
+ let bias = if dot >= 0.0 { 1.0 } else { -1.0 };
+ let interpolated = start.add(end.mul(bias).sub(start).mul(s));
+ interpolated.normalize()
+ }
+
+ /// Performs a spherical linear interpolation between `self` and `end`
+ /// based on the value `s`.
+ ///
+ /// When `s` is `0.0`, the result will be equal to `self`. When `s`
+ /// is `1.0`, the result will be equal to `end`.
+ ///
+ /// # Panics
+ ///
+ /// Will panic if `self` or `end` are not normalized when `glam_assert` is enabled.
+ #[inline]
+ pub fn slerp(self, mut end: Self, s: f32) -> Self {
+ // http://number-none.com/product/Understanding%20Slerp,%20Then%20Not%20Using%20It/
+ glam_assert!(self.is_normalized());
+ glam_assert!(end.is_normalized());
+
+ const DOT_THRESHOLD: f32 = 0.9995;
+
+ // Note that a rotation can be represented by two quaternions: `q` and
+ // `-q`. The slerp path between `q` and `end` will be different from the
+ // path between `-q` and `end`. One path will take the long way around and
+ // one will take the short way. In order to correct for this, the `dot`
+ // product between `self` and `end` should be positive. If the `dot`
+ // product is negative, slerp between `self` and `-end`.
+ let mut dot = self.dot(end);
+ if dot < 0.0 {
+ end = -end;
+ dot = -dot;
+ }
+
+ if dot > DOT_THRESHOLD {
+ // assumes lerp returns a normalized quaternion
+ self.lerp(end, s)
+ } else {
+ let theta = dot.acos_approx();
+
+ let scale1 = (theta * (1.0 - s)).sin();
+ let scale2 = (theta * s).sin();
+ let theta_sin = theta.sin();
+
+ self.mul(scale1).add(end.mul(scale2)).mul(theta_sin.recip())
+ }
+ }
+
+ /// Multiplies a quaternion and a 3D vector, returning the rotated vector.
+ ///
+ /// # Panics
+ ///
+ /// Will panic if `self` is not normalized when `glam_assert` is enabled.
+ #[inline]
+ pub fn mul_vec3(self, rhs: Vec3) -> Vec3 {
+ glam_assert!(self.is_normalized());
+
+ let w = self.w;
+ let b = Vec3::new(self.x, self.y, self.z);
+ let b2 = b.dot(b);
+ rhs.mul(w * w - b2)
+ .add(b.mul(rhs.dot(b) * 2.0))
+ .add(b.cross(rhs).mul(w * 2.0))
+ }
+
+ /// Multiplies two quaternions. If they each represent a rotation, the result will
+ /// represent the combined rotation.
+ ///
+ /// Note that due to floating point rounding the result may not be perfectly normalized.
+ ///
+ /// # Panics
+ ///
+ /// Will panic if `self` or `rhs` are not normalized when `glam_assert` is enabled.
+ #[inline]
+ pub fn mul_quat(self, rhs: Self) -> Self {
+ glam_assert!(self.is_normalized());
+ glam_assert!(rhs.is_normalized());
+
+ let (x0, y0, z0, w0) = self.into();
+ let (x1, y1, z1, w1) = rhs.into();
+ Self::from_xyzw(
+ w0 * x1 + x0 * w1 + y0 * z1 - z0 * y1,
+ w0 * y1 - x0 * z1 + y0 * w1 + z0 * x1,
+ w0 * z1 + x0 * y1 - y0 * x1 + z0 * w1,
+ w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1,
+ )
+ }
+
+ /// Creates a quaternion from a 3x3 rotation matrix inside a 3D affine transform.
+ #[inline]
+ pub fn from_affine3(a: &crate::Affine3A) -> Self {
+ #[allow(clippy::useless_conversion)]
+ Self::from_rotation_axes(
+ a.matrix3.x_axis.into(),
+ a.matrix3.y_axis.into(),
+ a.matrix3.z_axis.into(),
+ )
+ }
+
+ /// Multiplies a quaternion and a 3D vector, returning the rotated vector.
+ #[inline]
+ pub fn mul_vec3a(self, rhs: Vec3A) -> Vec3A {
+ self.mul_vec3(rhs.into()).into()
+ }
+
+ #[inline]
+ pub fn as_f64(self) -> DQuat {
+ DQuat::from_xyzw(self.x as f64, self.y as f64, self.z as f64, self.w as f64)
+ }
+}
+
+#[cfg(not(target_arch = "spirv"))]
+impl fmt::Debug for Quat {
+ fn fmt(&self, fmt: &mut fmt::Formatter<'_>) -> fmt::Result {
+ fmt.debug_tuple(stringify!(Quat))
+ .field(&self.x)
+ .field(&self.y)
+ .field(&self.z)
+ .field(&self.w)
+ .finish()
+ }
+}
+
+#[cfg(not(target_arch = "spirv"))]
+impl fmt::Display for Quat {
+ fn fmt(&self, fmt: &mut fmt::Formatter<'_>) -> fmt::Result {
+ write!(fmt, "[{}, {}, {}, {}]", self.x, self.y, self.z, self.w)
+ }
+}
+
+impl Add<Quat> for Quat {
+ type Output = Self;
+ /// Adds two quaternions.
+ ///
+ /// The sum is not guaranteed to be normalized.
+ ///
+ /// Note that addition is not the same as combining the rotations represented by the
+ /// two quaternions! That corresponds to multiplication.
+ #[inline]
+ fn add(self, rhs: Self) -> Self {
+ Self::from_vec4(Vec4::from(self) + Vec4::from(rhs))
+ }
+}
+
+impl Sub<Quat> for Quat {
+ type Output = Self;
+ /// Subtracts the `rhs` quaternion from `self`.
+ ///
+ /// The difference is not guaranteed to be normalized.
+ #[inline]
+ fn sub(self, rhs: Self) -> Self {
+ Self::from_vec4(Vec4::from(self) - Vec4::from(rhs))
+ }
+}
+
+impl Mul<f32> for Quat {
+ type Output = Self;
+ /// Multiplies a quaternion by a scalar value.
+ ///
+ /// The product is not guaranteed to be normalized.
+ #[inline]
+ fn mul(self, rhs: f32) -> Self {
+ Self::from_vec4(Vec4::from(self) * rhs)
+ }
+}
+
+impl Div<f32> for Quat {
+ type Output = Self;
+ /// Divides a quaternion by a scalar value.
+ /// The quotient is not guaranteed to be normalized.
+ #[inline]
+ fn div(self, rhs: f32) -> Self {
+ Self::from_vec4(Vec4::from(self) / rhs)
+ }
+}
+
+impl Mul<Quat> for Quat {
+ type Output = Self;
+ /// Multiplies two quaternions. If they each represent a rotation, the result will
+ /// represent the combined rotation.
+ ///
+ /// Note that due to floating point rounding the result may not be perfectly
+ /// normalized.
+ ///
+ /// # Panics
+ ///
+ /// Will panic if `self` or `rhs` are not normalized when `glam_assert` is enabled.
+ #[inline]
+ fn mul(self, rhs: Self) -> Self {
+ self.mul_quat(rhs)
+ }
+}
+
+impl MulAssign<Quat> for Quat {
+ /// Multiplies two quaternions. If they each represent a rotation, the result will
+ /// represent the combined rotation.
+ ///
+ /// Note that due to floating point rounding the result may not be perfectly
+ /// normalized.
+ ///
+ /// # Panics
+ ///
+ /// Will panic if `self` or `rhs` are not normalized when `glam_assert` is enabled.
+ #[inline]
+ fn mul_assign(&mut self, rhs: Self) {
+ *self = self.mul_quat(rhs);
+ }
+}
+
+impl Mul<Vec3> for Quat {
+ type Output = Vec3;
+ /// Multiplies a quaternion and a 3D vector, returning the rotated vector.
+ ///
+ /// # Panics
+ ///
+ /// Will panic if `self` is not normalized when `glam_assert` is enabled.
+ #[inline]
+ fn mul(self, rhs: Vec3) -> Self::Output {
+ self.mul_vec3(rhs)
+ }
+}
+
+impl Neg for Quat {
+ type Output = Self;
+ #[inline]
+ fn neg(self) -> Self {
+ self * -1.0
+ }
+}
+
+impl Default for Quat {
+ #[inline]
+ fn default() -> Self {
+ Self::IDENTITY
+ }
+}
+
+impl PartialEq for Quat {
+ #[inline]
+ fn eq(&self, rhs: &Self) -> bool {
+ Vec4::from(*self).eq(&Vec4::from(*rhs))
+ }
+}
+
+#[cfg(not(target_arch = "spirv"))]
+impl AsRef<[f32; 4]> for Quat {
+ #[inline]
+ fn as_ref(&self) -> &[f32; 4] {
+ unsafe { &*(self as *const Self as *const [f32; 4]) }
+ }
+}
+
+impl Sum<Self> for Quat {
+ fn sum<I>(iter: I) -> Self
+ where
+ I: Iterator<Item = Self>,
+ {
+ iter.fold(Self::ZERO, Self::add)
+ }
+}
+
+impl<'a> Sum<&'a Self> for Quat {
+ fn sum<I>(iter: I) -> Self
+ where
+ I: Iterator<Item = &'a Self>,
+ {
+ iter.fold(Self::ZERO, |a, &b| Self::add(a, b))
+ }
+}
+
+impl Product for Quat {
+ fn product<I>(iter: I) -> Self
+ where
+ I: Iterator<Item = Self>,
+ {
+ iter.fold(Self::IDENTITY, Self::mul)
+ }
+}
+
+impl<'a> Product<&'a Self> for Quat {
+ fn product<I>(iter: I) -> Self
+ where
+ I: Iterator<Item = &'a Self>,
+ {
+ iter.fold(Self::IDENTITY, |a, &b| Self::mul(a, b))
+ }
+}
+
+impl Mul<Vec3A> for Quat {
+ type Output = Vec3A;
+ #[inline]
+ fn mul(self, rhs: Vec3A) -> Self::Output {
+ self.mul_vec3a(rhs)
+ }
+}
+
+impl From<Quat> for Vec4 {
+ #[inline]
+ fn from(q: Quat) -> Self {
+ Self::new(q.x, q.y, q.z, q.w)
+ }
+}
+
+impl From<Quat> for (f32, f32, f32, f32) {
+ #[inline]
+ fn from(q: Quat) -> Self {
+ (q.x, q.y, q.z, q.w)
+ }
+}
+
+impl From<Quat> for [f32; 4] {
+ #[inline]
+ fn from(q: Quat) -> Self {
+ [q.x, q.y, q.z, q.w]
+ }
+}