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// SPDX-FileCopyrightText: 2025 Klarälvdalens Datakonsult AB, a KDAB Group company <info@kdab.com>
// SPDX-FileContributor: Joshua Booth <joshua.n.booth@gmail.com>
//
// SPDX-License-Identifier: MIT OR Apache-2.0
use std::fmt;
use std::mem::MaybeUninit;
use cxx::{type_id, ExternType};
use crate::{QVector3D, QVector4D};
#[cxx::bridge]
mod ffi {
extern "C++" {
include!("cxx-qt-lib/qstring.h");
type QString = crate::QString;
include!("cxx-qt-lib/qgenericmatrix.h");
type QMatrix3x3 = crate::QMatrix3x3;
include!("cxx-qt-lib/qvector3d.h");
type QVector3D = crate::QVector3D;
include!("cxx-qt-lib/qvector4d.h");
type QVector4D = crate::QVector4D;
}
unsafe extern "C++" {
include!("cxx-qt-lib/qquaternion.h");
type QQuaternion = super::QQuaternion;
/// Returns the dot product of `q1` and `q2`.
#[Self = "QQuaternion"]
#[rust_name = "dot_product"]
fn dotProduct(q1: &QQuaternion, q2: &QQuaternion) -> f32;
/// Interpolates along the shortest linear path between the rotational positions `q1` and `q2`. The value `t` should be between 0 and 1, indicating the distance to travel between `q1` and `q2`. The result will be [`normalized`](Self::normalized).
///
/// If `t` is less than or equal to 0, then `q1` will be returned. If `t` is greater than or equal to 1, then `q2` will be returned.
///
/// This function is typically faster than [`slerp`](Self::slerp) and will give approximate results to spherical interpolation that are good enough for some applications.
#[Self = "QQuaternion"]
fn nlerp(q1: &QQuaternion, q2: &QQuaternion, t: f32) -> QQuaternion;
/// Returns the shortest arc quaternion to rotate from the direction described by the vector `from` to the direction described by the vector `to`.
#[Self = "QQuaternion"]
#[rust_name = "rotation_to"]
fn rotationTo(from: &QVector3D, to: &QVector3D) -> QQuaternion;
/// Interpolates along the shortest linear path between the rotational positions `q1` and `q2`. The value `t` should be between 0 and 1, indicating the distance to travel between `q1` and `q2`. The result will be [`normalized`](Self::normalized).
///
/// If `t` is less than or equal to 0, then `q1` will be returned. If `t` is greater than or equal to 1, then `q2` will be returned.
#[Self = "QQuaternion"]
fn slerp(q1: &QQuaternion, q2: &QQuaternion, t: f32) -> QQuaternion;
/// Constructs the quaternion using 3 axes (`x_axis`, `y_axis`, `z_axis`).
///
/// **Note:** The axes are assumed to be orthonormal.
#[Self = "QQuaternion"]
#[rust_name = "from_axes"]
fn fromAxes(x_axis: &QVector3D, y_axis: &QVector3D, z_axis: &QVector3D) -> QQuaternion;
/// Creates a normalized quaternion that corresponds to rotating through `angle` degrees about the specified 3D `axis`.
#[Self = "QQuaternion"]
#[rust_name = "from_axis_and_angle"]
fn fromAxisAndAngle(x: f32, y: f32, z: f32, angle: f32) -> QQuaternion;
/// Constructs the quaternion using specified forward direction `direction` and upward direction `up`. If the upward direction was not specified or the forward and upward vectors are collinear, a new orthonormal upward direction will be generated.
#[Self = "QQuaternion"]
#[rust_name = "from_direction"]
fn fromDirection(direction: &QVector3D, up: &QVector3D) -> QQuaternion;
/// Creates a quaternion that corresponds to a rotation of `roll` degrees around the z axis, `pitch` degrees around the x axis, and `yaw` degrees around the y axis (in that order).
#[Self = "QQuaternion"]
#[rust_name = "from_euler_angles"]
fn fromEulerAngles(pitch: f32, yaw: f32, roll: f32) -> QQuaternion;
/// Creates a quaternion that corresponds to a rotation matrix `rot3x3`.
///
/// **Note:** If a given rotation matrix is not normalized, the resulting quaternion will contain scaling information.
#[Self = "QQuaternion"]
#[rust_name = "from_rotation_matrix"]
fn fromRotationMatrix(rot3x3: &QMatrix3x3) -> QQuaternion;
/// Returns the conjugate of this quaternion, which is (-x, -y, -z, scalar).
fn conjugated(&self) -> QQuaternion;
#[doc(hidden)]
#[rust_name = "get_axes_raw"]
unsafe fn getAxes(
&self,
x_axis: *mut QVector3D,
y_axis: *mut QVector3D,
z_axis: *mut QVector3D,
);
#[doc(hidden)]
#[rust_name = "get_axis_and_angle_raw"]
unsafe fn getAxisAndAngle(&self, x: *mut f32, y: *mut f32, z: *mut f32, angle: *mut f32);
#[doc(hidden)]
#[rust_name = "get_euler_angles_raw"]
unsafe fn getEulerAngles(&self, pitch: *mut f32, yaw: *mut f32, roll: *mut f32);
/// Returns the inverse of this quaternion. If this quaternion is null, then a null quaternion is returned.
fn inverted(&self) -> QQuaternion;
/// Returns `true` if the x, y, and z components of this quaternion are set to 0.0, and the scalar component is set to 1.0; otherwise returns `false`.
#[rust_name = "is_identity"]
fn isIdentity(&self) -> bool;
/// Returns `true` if the x, y, z, and scalar components of this quaternion are set to 0.0; otherwise returns `false`.
#[rust_name = "is_null"]
fn isNull(&self) -> bool;
/// Returns the length of the quaternion. This is also called the "norm".
fn length(&self) -> f32;
/// Returns the squared length of the quaternion.
///
/// **Note:** Though cheap to compute, this is susceptible to overflow and underflow that [`length`](Self::length) avoids in many cases.
#[rust_name = "length_squared"]
fn lengthSquared(&self) -> f32;
/// Normalizes the current quaternion in place. Nothing happens if this is a null quaternion or the length of the quaternion is very close to 1.
fn normalize(&mut self);
/// Returns the normalized unit form of this quaternion.
///
/// If this quaternion is null, then a null quaternion is returned. If the length of the quaternion is very close to 1, then the quaternion will be returned as-is. Otherwise the normalized form of the quaternion of length 1 will be returned.
fn normalized(&self) -> QQuaternion;
/// Rotates `vector` with this quaternion to produce a new vector in 3D space.
#[rust_name = "rotated_vector"]
fn rotatedVector(&self, vector: &QVector3D) -> QVector3D;
/// Returns the scalar component of this quaternion.
fn scalar(&self) -> f32;
/// Sets the scalar component of this quaternion to `scalar`.
#[rust_name = "set_scalar"]
fn setScalar(&mut self, scalar: f32);
/// Sets the vector component of this quaternion to `vector`.
#[rust_name = "set_vector"]
fn setVector(&mut self, vector: &QVector3D);
/// Sets the x coordinate of this quaternion's vector to the given `x` coordinate.
#[rust_name = "set_x"]
fn setX(&mut self, x: f32);
/// Sets the y coordinate of this quaternion's vector to the given `y` coordinate.
#[rust_name = "set_y"]
fn setY(&mut self, y: f32);
/// Sets the z coordinate of this quaternion's vector to the given `z` coordinate.
#[rust_name = "set_z"]
fn setZ(&mut self, z: f32);
/// Calculates roll, pitch, and yaw Euler angles (in degrees) that corresponds to this quaternion.
#[rust_name = "to_euler_angles"]
fn toEulerAngles(&self) -> QVector3D;
/// Creates a rotation matrix that corresponds to this quaternion.
///
/// **Note:** If this quaternion is not normalized, the resulting rotation matrix will contain scaling information.
#[rust_name = "to_rotation_matrix"]
fn toRotationMatrix(&self) -> QMatrix3x3;
#[doc(hidden)]
#[rust_name = "to_vector_4d"]
fn toVector4D(&self) -> QVector4D;
/// Returns the vector component of this quaternion.
fn vector(&self) -> QVector3D;
/// Returns the x coordinate of this quaternion's vector.
fn x(&self) -> f32;
/// Returns the y coordinate of this quaternion's vector.
fn y(&self) -> f32;
/// Returns the z coordinate of this quaternion's vector.
fn z(&self) -> f32;
}
#[namespace = "rust::cxxqtlib1"]
unsafe extern "C++" {
include!("cxx-qt-lib/common.h");
#[doc(hidden)]
#[rust_name = "qquaternion_init_qvector4d"]
fn construct(vector: &QVector4D) -> QQuaternion;
#[doc(hidden)]
#[rust_name = "qquaternion_init_float_qvector3d"]
fn construct(scalar: f32, vector: &QVector3D) -> QQuaternion;
#[doc(hidden)]
#[rust_name = "qquaternion_init_default"]
fn construct() -> QQuaternion;
#[doc(hidden)]
#[rust_name = "qquaternion_to_debug_qstring"]
fn toDebugQString(value: &QQuaternion) -> QString;
#[doc(hidden)]
#[rust_name = "qquaternion_plus"]
fn operatorPlus(a: &QQuaternion, b: &QQuaternion) -> QQuaternion;
#[doc(hidden)]
#[rust_name = "qquaternion_minus"]
fn operatorMinus(a: &QQuaternion, b: &QQuaternion) -> QQuaternion;
#[doc(hidden)]
#[rust_name = "qquaternion_mul"]
fn operatorMul(a: f32, b: &QQuaternion) -> QQuaternion;
#[doc(hidden)]
#[rust_name = "qquaternion_div"]
fn operatorDiv(a: f32, b: &QQuaternion) -> QQuaternion;
#[doc(hidden)]
#[rust_name = "qquaternion_neg"]
fn operatorNeg(a: &QQuaternion) -> QQuaternion;
}
}
/// The QQuaternion class represents a quaternion consisting of a vector and scalar.
///
/// Qt Documentation: [QQuaternion](https://doc.qt.io/qt/qquaternion.html#details)
#[derive(Debug, Clone, PartialEq)]
#[repr(C)]
pub struct QQuaternion {
wp: f32,
xp: f32,
yp: f32,
zp: f32,
}
impl QQuaternion {
/// Constructs a quaternion vector from the specified `vector` and `scalar`.
pub fn new(scalar: f32, vector: &QVector3D) -> Self {
ffi::qquaternion_init_float_qvector3d(scalar, vector)
}
/// Returns the 3 orthonormal axes (`x_axis`, `y_axis`, `z_axis`) defining the quaternion.
pub fn get_axes(&self) -> (QVector3D, QVector3D, QVector3D) {
let mut x = MaybeUninit::uninit();
let mut y = MaybeUninit::uninit();
let mut z = MaybeUninit::uninit();
unsafe {
// SAFETY: All pointers are valid.
self.get_axes_raw(x.as_mut_ptr(), y.as_mut_ptr(), z.as_mut_ptr());
// SAFETY: Qt has initialized all values.
(x.assume_init(), y.assume_init(), z.assume_init())
}
}
/// Extracts a 3D axis and a rotating angle (in degrees) (`x`, `y`, `z`, `angle`) that corresponds to this quaternion.
pub fn get_axis_and_angle(&self) -> (f32, f32, f32, f32) {
let mut x = MaybeUninit::uninit();
let mut y = MaybeUninit::uninit();
let mut z = MaybeUninit::uninit();
let mut angle = MaybeUninit::uninit();
unsafe {
// SAFETY: All pointers are valid.
self.get_axis_and_angle_raw(
x.as_mut_ptr(),
y.as_mut_ptr(),
z.as_mut_ptr(),
angle.as_mut_ptr(),
);
// SAFETY: Qt has initialized all values.
(
x.assume_init(),
y.assume_init(),
z.assume_init(),
angle.assume_init(),
)
}
}
/// Calculates (`pitch`, `yaw`, `roll`) Euler angles (in degrees) that corresponds to this quaternion.
pub fn get_euler_angles(&self) -> (f32, f32, f32) {
let mut pitch = MaybeUninit::uninit();
let mut yaw = MaybeUninit::uninit();
let mut roll = MaybeUninit::uninit();
unsafe {
// SAFETY: All pointers are valid.
self.get_euler_angles_raw(pitch.as_mut_ptr(), yaw.as_mut_ptr(), roll.as_mut_ptr());
// SAFETY: Qt has initialized all values.
(pitch.assume_init(), yaw.assume_init(), roll.assume_init())
}
}
}
impl Default for QQuaternion {
/// Constructs an identity quaternion (1, 0, 0, 0), i.e. with the vector (0, 0, 0) and scalar 1.
fn default() -> Self {
ffi::qquaternion_init_default()
}
}
impl fmt::Display for QQuaternion {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
ffi::qquaternion_to_debug_qstring(self).fmt(f)
}
}
impl std::ops::Add for QQuaternion {
type Output = Self;
fn add(self, other: Self) -> Self {
ffi::qquaternion_plus(&self, &other)
}
}
impl std::ops::Sub for QQuaternion {
type Output = Self;
fn sub(self, other: Self) -> Self {
ffi::qquaternion_minus(&self, &other)
}
}
impl std::ops::Mul<f32> for QQuaternion {
type Output = Self;
fn mul(self, rhs: f32) -> Self {
ffi::qquaternion_mul(rhs, &self)
}
}
impl std::ops::Div<f32> for QQuaternion {
type Output = Self;
fn div(self, rhs: f32) -> Self {
ffi::qquaternion_div(rhs, &self)
}
}
impl std::ops::Neg for QQuaternion {
type Output = Self;
fn neg(self) -> Self::Output {
ffi::qquaternion_neg(&self)
}
}
impl From<&QVector4D> for QQuaternion {
/// Constructs a quaternion from the components of vector.
fn from(value: &QVector4D) -> Self {
ffi::qquaternion_init_qvector4d(value)
}
}
impl From<QVector4D> for QQuaternion {
/// Constructs a quaternion from the components of vector.
fn from(value: QVector4D) -> Self {
Self::from(&value)
}
}
// Safety:
//
// Static checks on the C++ side ensure that QQuaternion is trivial.
unsafe impl ExternType for QQuaternion {
type Id = type_id!("QQuaternion");
type Kind = cxx::kind::Trivial;
}
#[cfg(test)]
mod test {
use super::*;
fn round(n: f32) -> i32 {
n.round() as i32
}
#[test]
fn get_axes() {
let axis1 = QVector3D::new(1.0, 0.0, 0.0);
let axis2 = QVector3D::new(0.0, 1.0, 0.0);
let axis3 = QVector3D::new(0.0, 0.0, 1.0);
let qq = QQuaternion::from_axes(&axis1, &axis2, &axis3);
assert_eq!(qq.get_axes(), (axis1, axis2, axis3));
}
#[test]
fn get_axis_and_angle() {
let qq = QQuaternion::from_axis_and_angle(1.0, 0.0, 0.0, 40.0);
let (a, b, c, d) = qq.get_axis_and_angle();
assert_eq!((round(a), round(b), round(c), round(d)), (1, 0, 0, 40));
}
#[test]
fn get_euler_angles() {
let qq = QQuaternion::from_euler_angles(10.0, 20.0, 30.0);
let (a, b, c) = qq.get_euler_angles();
assert_eq!((round(a), round(b), round(c)), (10, 20, 30));
}
#[test]
fn to_rotation_matrix() {
let qq = QQuaternion::from_axis_and_angle(1.0, 0.0, 0.0, 40.0);
let matrix = qq.to_rotation_matrix();
assert_eq!(QQuaternion::from_rotation_matrix(&matrix), qq);
}
}