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glam/f32/neon/
quat.rs

1// Generated from quat.rs.tera template. Edit the template, not the generated file.
2
3use crate::{
4    euler::{EulerRot, FromEuler, ToEuler},
5    f32::math,
6    neon::*,
7    Mat3, Mat3A, Mat4, Vec2, Vec3, Vec3A, Vec4,
8};
9
10#[cfg(feature = "f64")]
11use crate::DQuat;
12
13use core::arch::aarch64::*;
14
15use core::fmt;
16use core::iter::{Product, Sum};
17use core::ops::{
18    Add, AddAssign, Deref, DerefMut, Div, DivAssign, Mul, MulAssign, Neg, Sub, SubAssign,
19};
20
21#[cfg(feature = "zerocopy")]
22use zerocopy_derive::*;
23
24#[repr(C)]
25union UnionCast {
26    a: [f32; 4],
27    v: Quat,
28}
29
30/// Creates a quaternion from `x`, `y`, `z` and `w` values.
31///
32/// This should generally not be called manually unless you know what you are doing. Use
33/// one of the other constructors instead such as `identity` or `from_axis_angle`.
34#[inline]
35#[must_use]
36pub const fn quat(x: f32, y: f32, z: f32, w: f32) -> Quat {
37    Quat::from_xyzw(x, y, z, w)
38}
39
40/// A quaternion representing an orientation.
41///
42/// This quaternion is intended to be of unit length but may denormalize due to
43/// floating point "error creep" which can occur when successive quaternion
44/// operations are applied.
45///
46/// SIMD vector types are used for storage on supported platforms.
47///
48/// This type is 16 byte aligned.
49#[derive(Clone, Copy)]
50#[cfg_attr(feature = "bytemuck", derive(bytemuck::Pod, bytemuck::Zeroable))]
51#[cfg_attr(
52    feature = "zerocopy",
53    derive(FromBytes, Immutable, IntoBytes, KnownLayout)
54)]
55#[repr(transparent)]
56pub struct Quat(pub(crate) float32x4_t);
57
58impl Quat {
59    /// All zeros.
60    const ZERO: Self = Self::from_array([0.0; 4]);
61
62    /// The identity quaternion. Corresponds to no rotation.
63    pub const IDENTITY: Self = Self::from_xyzw(0.0, 0.0, 0.0, 1.0);
64
65    /// All NANs.
66    pub const NAN: Self = Self::from_array([f32::NAN; 4]);
67
68    /// Creates a new rotation quaternion.
69    ///
70    /// This should generally not be called manually unless you know what you are doing.
71    /// Use one of the other constructors instead such as `identity` or `from_axis_angle`.
72    ///
73    /// `from_xyzw` is mostly used by unit tests and `serde` deserialization.
74    ///
75    /// # Preconditions
76    ///
77    /// This function does not check if the input is normalized, it is up to the user to
78    /// provide normalized input or to normalized the resulting quaternion.
79    #[inline(always)]
80    #[must_use]
81    pub const fn from_xyzw(x: f32, y: f32, z: f32, w: f32) -> Self {
82        unsafe { UnionCast { a: [x, y, z, w] }.v }
83    }
84
85    /// Creates a rotation quaternion from an array.
86    ///
87    /// # Preconditions
88    ///
89    /// This function does not check if the input is normalized, it is up to the user to
90    /// provide normalized input or to normalized the resulting quaternion.
91    #[inline]
92    #[must_use]
93    pub const fn from_array(a: [f32; 4]) -> Self {
94        Self::from_xyzw(a[0], a[1], a[2], a[3])
95    }
96
97    /// Creates a new rotation quaternion from a 4D vector.
98    ///
99    /// # Preconditions
100    ///
101    /// This function does not check if the input is normalized, it is up to the user to
102    /// provide normalized input or to normalized the resulting quaternion.
103    #[inline]
104    #[must_use]
105    pub const fn from_vec4(v: Vec4) -> Self {
106        Self(v.0)
107    }
108
109    /// Creates a rotation quaternion from a slice.
110    ///
111    /// # Preconditions
112    ///
113    /// This function does not check if the input is normalized, it is up to the user to
114    /// provide normalized input or to normalized the resulting quaternion.
115    ///
116    /// # Panics
117    ///
118    /// Panics if `slice` length is less than 4.
119    #[inline]
120    #[must_use]
121    pub fn from_slice(slice: &[f32]) -> Self {
122        assert!(slice.len() >= 4);
123        Self(unsafe { vld1q_f32(slice.as_ptr()) })
124    }
125
126    /// Writes the quaternion to an unaligned slice.
127    ///
128    /// # Panics
129    ///
130    /// Panics if `slice` length is less than 4.
131    #[inline]
132    pub fn write_to_slice(self, slice: &mut [f32]) {
133        assert!(slice.len() >= 4);
134        unsafe { vst1q_f32(slice.as_mut_ptr(), self.0) }
135    }
136
137    /// Create a quaternion for a normalized rotation `axis` and `angle` (in radians).
138    ///
139    /// The axis must be a unit vector.
140    ///
141    /// # Panics
142    ///
143    /// Will panic if `axis` is not normalized when `glam_assert` is enabled.
144    #[inline]
145    #[must_use]
146    pub fn from_axis_angle(axis: Vec3, angle: f32) -> Self {
147        glam_assert!(axis.is_normalized());
148        let (s, c) = math::sin_cos(angle * 0.5);
149        let v = axis * s;
150        Self::from_xyzw(v.x, v.y, v.z, c)
151    }
152
153    /// Create a quaternion that rotates `v.length()` radians around `v.normalize()`.
154    ///
155    /// `from_scaled_axis(Vec3::ZERO)` results in the identity quaternion.
156    #[inline]
157    #[must_use]
158    pub fn from_scaled_axis(v: Vec3) -> Self {
159        let length = v.length();
160        if length == 0.0 {
161            Self::IDENTITY
162        } else {
163            Self::from_axis_angle(v / length, length)
164        }
165    }
166
167    /// Creates a quaternion from the `angle` (in radians) around the x axis.
168    #[inline]
169    #[must_use]
170    pub fn from_rotation_x(angle: f32) -> Self {
171        let (s, c) = math::sin_cos(angle * 0.5);
172        Self::from_xyzw(s, 0.0, 0.0, c)
173    }
174
175    /// Creates a quaternion from the `angle` (in radians) around the y axis.
176    #[inline]
177    #[must_use]
178    pub fn from_rotation_y(angle: f32) -> Self {
179        let (s, c) = math::sin_cos(angle * 0.5);
180        Self::from_xyzw(0.0, s, 0.0, c)
181    }
182
183    /// Creates a quaternion from the `angle` (in radians) around the z axis.
184    #[inline]
185    #[must_use]
186    pub fn from_rotation_z(angle: f32) -> Self {
187        let (s, c) = math::sin_cos(angle * 0.5);
188        Self::from_xyzw(0.0, 0.0, s, c)
189    }
190
191    /// Creates a quaternion from the given Euler rotation sequence and the angles (in radians).
192    #[inline]
193    #[must_use]
194    pub fn from_euler(euler: EulerRot, a: f32, b: f32, c: f32) -> Self {
195        Self::from_euler_angles(euler, a, b, c)
196    }
197
198    /// From the columns of a 3x3 rotation matrix.
199    ///
200    /// Note if the input axes contain scales, shears, or other non-rotation transformations then
201    /// the output of this function is ill-defined.
202    ///
203    /// # Panics
204    ///
205    /// Will panic if any axis is not normalized when `glam_assert` is enabled.
206    #[inline]
207    #[must_use]
208    pub fn from_rotation_axes(x_axis: Vec3, y_axis: Vec3, z_axis: Vec3) -> Self {
209        glam_assert!(x_axis.is_normalized() && y_axis.is_normalized() && z_axis.is_normalized());
210        // Based on https://github.com/microsoft/DirectXMath `XMQuaternionRotationMatrix`
211        let (m00, m01, m02) = x_axis.into();
212        let (m10, m11, m12) = y_axis.into();
213        let (m20, m21, m22) = z_axis.into();
214        if m22 <= 0.0 {
215            // x^2 + y^2 >= z^2 + w^2
216            let dif10 = m11 - m00;
217            let omm22 = 1.0 - m22;
218            if dif10 <= 0.0 {
219                // x^2 >= y^2
220                let four_xsq = omm22 - dif10;
221                let inv4x = 0.5 / math::sqrt(four_xsq);
222                Self::from_xyzw(
223                    four_xsq * inv4x,
224                    (m01 + m10) * inv4x,
225                    (m02 + m20) * inv4x,
226                    (m12 - m21) * inv4x,
227                )
228            } else {
229                // y^2 >= x^2
230                let four_ysq = omm22 + dif10;
231                let inv4y = 0.5 / math::sqrt(four_ysq);
232                Self::from_xyzw(
233                    (m01 + m10) * inv4y,
234                    four_ysq * inv4y,
235                    (m12 + m21) * inv4y,
236                    (m20 - m02) * inv4y,
237                )
238            }
239        } else {
240            // z^2 + w^2 >= x^2 + y^2
241            let sum10 = m11 + m00;
242            let opm22 = 1.0 + m22;
243            if sum10 <= 0.0 {
244                // z^2 >= w^2
245                let four_zsq = opm22 - sum10;
246                let inv4z = 0.5 / math::sqrt(four_zsq);
247                Self::from_xyzw(
248                    (m02 + m20) * inv4z,
249                    (m12 + m21) * inv4z,
250                    four_zsq * inv4z,
251                    (m01 - m10) * inv4z,
252                )
253            } else {
254                // w^2 >= z^2
255                let four_wsq = opm22 + sum10;
256                let inv4w = 0.5 / math::sqrt(four_wsq);
257                Self::from_xyzw(
258                    (m12 - m21) * inv4w,
259                    (m20 - m02) * inv4w,
260                    (m01 - m10) * inv4w,
261                    four_wsq * inv4w,
262                )
263            }
264        }
265    }
266
267    /// Creates a quaternion from a 3x3 rotation matrix.
268    ///
269    /// Note if the input matrix contain scales, shears, or other non-rotation transformations then
270    /// the resulting quaternion will be ill-defined.
271    ///
272    /// # Panics
273    ///
274    /// Will panic if any input matrix column is not normalized when `glam_assert` is enabled.
275    #[inline]
276    #[must_use]
277    pub fn from_mat3(mat: &Mat3) -> Self {
278        Self::from_rotation_axes(mat.x_axis, mat.y_axis, mat.z_axis)
279    }
280
281    /// Creates a quaternion from a 3x3 SIMD aligned rotation matrix.
282    ///
283    /// Note if the input matrix contain scales, shears, or other non-rotation transformations then
284    /// the resulting quaternion will be ill-defined.
285    ///
286    /// # Panics
287    ///
288    /// Will panic if any input matrix column is not normalized when `glam_assert` is enabled.
289    #[inline]
290    #[must_use]
291    pub fn from_mat3a(mat: &Mat3A) -> Self {
292        Self::from_rotation_axes(mat.x_axis.into(), mat.y_axis.into(), mat.z_axis.into())
293    }
294
295    /// Creates a quaternion from the upper 3x3 rotation matrix inside a homogeneous 4x4 matrix.
296    ///
297    /// Note if the upper 3x3 matrix contain scales, shears, or other non-rotation transformations
298    /// then the resulting quaternion will be ill-defined.
299    ///
300    /// # Panics
301    ///
302    /// Will panic if any column of the upper 3x3 rotation matrix is not normalized when
303    /// `glam_assert` is enabled.
304    #[inline]
305    #[must_use]
306    pub fn from_mat4(mat: &Mat4) -> Self {
307        Self::from_rotation_axes(
308            mat.x_axis.truncate(),
309            mat.y_axis.truncate(),
310            mat.z_axis.truncate(),
311        )
312    }
313
314    /// Gets the minimal rotation for transforming `from` to `to`.  The rotation is in the
315    /// plane spanned by the two vectors.  Will rotate at most 180 degrees.
316    ///
317    /// The inputs must be unit vectors.
318    ///
319    /// `from_rotation_arc(from, to) * from ≈ to`.
320    ///
321    /// For near-singular cases (from≈to and from≈-to) the current implementation
322    /// is only accurate to about 0.001 (for `f32`).
323    ///
324    /// # Panics
325    ///
326    /// Will panic if `from` or `to` are not normalized when `glam_assert` is enabled.
327    #[must_use]
328    pub fn from_rotation_arc(from: Vec3, to: Vec3) -> Self {
329        glam_assert!(from.is_normalized());
330        glam_assert!(to.is_normalized());
331
332        const ONE_MINUS_EPS: f32 = 1.0 - 2.0 * f32::EPSILON;
333        let dot = from.dot(to);
334        if dot > ONE_MINUS_EPS {
335            // 0° singularity: from ≈ to
336            Self::IDENTITY
337        } else if dot < -ONE_MINUS_EPS {
338            // 180° singularity: from ≈ -to
339            use core::f32::consts::PI; // half a turn = 𝛕/2 = 180°
340            Self::from_axis_angle(from.any_orthonormal_vector(), PI)
341        } else {
342            let c = from.cross(to);
343            Self::from_xyzw(c.x, c.y, c.z, 1.0 + dot).normalize()
344        }
345    }
346
347    /// Gets the minimal rotation for transforming `from` to either `to` or `-to`.  This means
348    /// that the resulting quaternion will rotate `from` so that it is colinear with `to`.
349    ///
350    /// The rotation is in the plane spanned by the two vectors.  Will rotate at most 90
351    /// degrees.
352    ///
353    /// The inputs must be unit vectors.
354    ///
355    /// `to.dot(from_rotation_arc_colinear(from, to) * from).abs() ≈ 1`.
356    ///
357    /// # Panics
358    ///
359    /// Will panic if `from` or `to` are not normalized when `glam_assert` is enabled.
360    #[inline]
361    #[must_use]
362    pub fn from_rotation_arc_colinear(from: Vec3, to: Vec3) -> Self {
363        if from.dot(to) < 0.0 {
364            Self::from_rotation_arc(from, -to)
365        } else {
366            Self::from_rotation_arc(from, to)
367        }
368    }
369
370    /// Gets the minimal rotation for transforming `from` to `to`.  The resulting rotation is
371    /// around the z axis. Will rotate at most 180 degrees.
372    ///
373    /// The inputs must be unit vectors.
374    ///
375    /// `from_rotation_arc_2d(from, to) * from ≈ to`.
376    ///
377    /// For near-singular cases (from≈to and from≈-to) the current implementation
378    /// is only accurate to about 0.001 (for `f32`).
379    ///
380    /// # Panics
381    ///
382    /// Will panic if `from` or `to` are not normalized when `glam_assert` is enabled.
383    #[must_use]
384    pub fn from_rotation_arc_2d(from: Vec2, to: Vec2) -> Self {
385        glam_assert!(from.is_normalized());
386        glam_assert!(to.is_normalized());
387
388        const ONE_MINUS_EPSILON: f32 = 1.0 - 2.0 * f32::EPSILON;
389        let dot = from.dot(to);
390        if dot > ONE_MINUS_EPSILON {
391            // 0° singularity: from ≈ to
392            Self::IDENTITY
393        } else if dot < -ONE_MINUS_EPSILON {
394            // 180° singularity: from ≈ -to
395            const COS_FRAC_PI_2: f32 = 0.0;
396            const SIN_FRAC_PI_2: f32 = 1.0;
397            // rotation around z by PI radians
398            Self::from_xyzw(0.0, 0.0, SIN_FRAC_PI_2, COS_FRAC_PI_2)
399        } else {
400            // vector3 cross where z=0
401            let z = from.x * to.y - to.x * from.y;
402            let w = 1.0 + dot;
403            // calculate length with x=0 and y=0 to normalize
404            let len_rcp = 1.0 / math::sqrt(z * z + w * w);
405            Self::from_xyzw(0.0, 0.0, z * len_rcp, w * len_rcp)
406        }
407    }
408
409    /// Creates a quaterion rotation from a facing direction and an up direction.
410    ///
411    /// For a left-handed view coordinate system with `+X=right`, `+Y=up` and `+Z=forward`.
412    ///
413    /// # Panics
414    ///
415    /// Will panic if `up` is not normalized when `glam_assert` is enabled.
416    #[inline]
417    #[must_use]
418    pub fn look_to_lh(dir: Vec3, up: Vec3) -> Self {
419        Self::look_to_rh(-dir, up)
420    }
421
422    /// Creates a quaterion rotation from facing direction and an up direction.
423    ///
424    /// For a right-handed view coordinate system with `+X=right`, `+Y=up` and `+Z=back`.
425    ///
426    /// # Panics
427    ///
428    /// Will panic if `dir` and `up` are not normalized when `glam_assert` is enabled.
429    #[inline]
430    #[must_use]
431    pub fn look_to_rh(dir: Vec3, up: Vec3) -> Self {
432        glam_assert!(dir.is_normalized());
433        glam_assert!(up.is_normalized());
434        let f = dir;
435        let s = f.cross(up).normalize();
436        let u = s.cross(f);
437
438        Self::from_rotation_axes(
439            Vec3::new(s.x, u.x, -f.x),
440            Vec3::new(s.y, u.y, -f.y),
441            Vec3::new(s.z, u.z, -f.z),
442        )
443    }
444
445    /// Creates a left-handed view matrix using a camera position, a focal point, and an up
446    /// direction.
447    ///
448    /// For a left-handed view coordinate system with `+X=right`, `+Y=up` and `+Z=forward`.
449    ///
450    /// # Panics
451    ///
452    /// Will panic if `up` is not normalized when `glam_assert` is enabled.
453    #[inline]
454    #[must_use]
455    pub fn look_at_lh(eye: Vec3, center: Vec3, up: Vec3) -> Self {
456        Self::look_to_lh(center.sub(eye).normalize(), up)
457    }
458
459    /// Creates a right-handed view matrix using a camera position, an up direction, and a focal
460    /// point.
461    ///
462    /// For a right-handed view coordinate system with `+X=right`, `+Y=up` and `+Z=back`.
463    ///
464    /// # Panics
465    ///
466    /// Will panic if `up` is not normalized when `glam_assert` is enabled.
467    #[inline]
468    #[must_use]
469    pub fn look_at_rh(eye: Vec3, center: Vec3, up: Vec3) -> Self {
470        Self::look_to_rh(center.sub(eye).normalize(), up)
471    }
472
473    /// Returns the rotation axis (normalized) and angle (in radians) of `self`.
474    #[inline]
475    #[must_use]
476    pub fn to_axis_angle(self) -> (Vec3, f32) {
477        const EPSILON: f32 = 1.0e-8;
478        let v = Vec3::new(self.x, self.y, self.z);
479        let length = v.length();
480        if length >= EPSILON {
481            let angle = 2.0 * math::atan2(length, self.w);
482            let axis = v / length;
483            (axis, angle)
484        } else {
485            (Vec3::X, 0.0)
486        }
487    }
488
489    /// Returns the rotation axis scaled by the rotation in radians.
490    #[inline]
491    #[must_use]
492    pub fn to_scaled_axis(self) -> Vec3 {
493        let (axis, angle) = self.to_axis_angle();
494        axis * angle
495    }
496
497    /// Returns the rotation angles for the given euler rotation sequence.
498    #[inline]
499    #[must_use]
500    pub fn to_euler(self, order: EulerRot) -> (f32, f32, f32) {
501        self.to_euler_angles(order)
502    }
503
504    /// `[x, y, z, w]`
505    #[inline]
506    #[must_use]
507    pub fn to_array(self) -> [f32; 4] {
508        [self.x, self.y, self.z, self.w]
509    }
510
511    /// Returns the vector part of the quaternion.
512    #[inline]
513    #[must_use]
514    pub fn xyz(self) -> Vec3 {
515        Vec3::new(self.x, self.y, self.z)
516    }
517
518    /// Returns the quaternion conjugate of `self`. For a unit quaternion the
519    /// conjugate is also the inverse.
520    #[inline]
521    #[must_use]
522    pub fn conjugate(self) -> Self {
523        const SIGN: float32x4_t = f32x4_from_array([-1.0, -1.0, -1.0, 1.0]);
524        Self(unsafe { vmulq_f32(self.0, SIGN) })
525    }
526
527    /// Returns the inverse of a normalized quaternion.
528    ///
529    /// Typically quaternion inverse returns the conjugate of a normalized quaternion.
530    /// Because `self` is assumed to already be unit length this method *does not* normalize
531    /// before returning the conjugate.
532    ///
533    /// # Panics
534    ///
535    /// Will panic if `self` is not normalized when `glam_assert` is enabled.
536    #[inline]
537    #[must_use]
538    pub fn inverse(self) -> Self {
539        glam_assert!(self.is_normalized());
540        self.conjugate()
541    }
542
543    /// Computes the dot product of `self` and `rhs`. The dot product is
544    /// equal to the cosine of the angle between two quaternion rotations.
545    #[inline]
546    #[must_use]
547    pub fn dot(self, rhs: Self) -> f32 {
548        Vec4::from(self).dot(Vec4::from(rhs))
549    }
550
551    /// Computes the length of `self`.
552    #[doc(alias = "magnitude")]
553    #[inline]
554    #[must_use]
555    pub fn length(self) -> f32 {
556        Vec4::from(self).length()
557    }
558
559    /// Computes the squared length of `self`.
560    ///
561    /// This is generally faster than `length()` as it avoids a square
562    /// root operation.
563    #[doc(alias = "magnitude2")]
564    #[inline]
565    #[must_use]
566    pub fn length_squared(self) -> f32 {
567        Vec4::from(self).length_squared()
568    }
569
570    /// Computes `1.0 / length()`.
571    ///
572    /// For valid results, `self` must _not_ be of length zero.
573    #[inline]
574    #[must_use]
575    pub fn length_recip(self) -> f32 {
576        Vec4::from(self).length_recip()
577    }
578
579    /// Returns `self` normalized to length 1.0.
580    ///
581    /// For valid results, `self` must _not_ be of length zero.
582    ///
583    /// Panics
584    ///
585    /// Will panic if `self` is zero length when `glam_assert` is enabled.
586    #[inline]
587    #[must_use]
588    pub fn normalize(self) -> Self {
589        Self::from_vec4(Vec4::from(self).normalize())
590    }
591
592    /// Returns `true` if, and only if, all elements are finite.
593    /// If any element is either `NaN`, positive or negative infinity, this will return `false`.
594    #[inline]
595    #[must_use]
596    pub fn is_finite(self) -> bool {
597        Vec4::from(self).is_finite()
598    }
599
600    /// Returns `true` if any elements are `NAN`.
601    #[inline]
602    #[must_use]
603    pub fn is_nan(self) -> bool {
604        Vec4::from(self).is_nan()
605    }
606
607    /// Returns whether `self` of length `1.0` or not.
608    ///
609    /// Uses a precision threshold of `1e-6`.
610    #[inline]
611    #[must_use]
612    pub fn is_normalized(self) -> bool {
613        Vec4::from(self).is_normalized()
614    }
615
616    #[inline]
617    #[must_use]
618    pub fn is_near_identity(self) -> bool {
619        // Based on https://github.com/nfrechette/rtm `rtm::quat_near_identity`
620        // Because of floating point precision, we cannot represent very small rotations.
621        // The closest f32 to 1.0 that is not 1.0 itself yields:
622        // 0.99999994.acos() * 2.0  = 0.000690533954 rad
623        //
624        // An error threshold of 1.e-6 is used by default.
625        // (1.0 - 1.e-6).acos() * 2.0 = 0.00284714461 rad
626        // (1.0 - 1.e-7).acos() * 2.0 = 0.00097656250 rad
627        //
628        // We don't really care about the angle value itself, only if it's close to 0.
629        // This will happen whenever quat.w is close to 1.0.
630        // If the quat.w is close to -1.0, the angle will be near 2*PI which is close to
631        // a negative 0 rotation. By forcing quat.w to be positive, we'll end up with
632        // the shortest path.
633        //
634        // For f64 we're using a threshhold of
635        // (1.0 - 1e-14).acos() * 2.0
636        const THRESHOLD_ANGLE: f32 = 0.002_847_144_6;
637        let positive_w_angle = math::acos_approx(math::abs(self.w)) * 2.0;
638        positive_w_angle < THRESHOLD_ANGLE
639    }
640
641    /// Returns the angle (in radians) for the minimal rotation
642    /// for transforming this quaternion into another.
643    ///
644    /// Both quaternions must be normalized.
645    ///
646    /// # Panics
647    ///
648    /// Will panic if `self` or `rhs` are not normalized when `glam_assert` is enabled.
649    #[inline]
650    #[must_use]
651    pub fn angle_between(self, rhs: Self) -> f32 {
652        glam_assert!(self.is_normalized() && rhs.is_normalized());
653        math::acos_approx(math::abs(self.dot(rhs))) * 2.0
654    }
655
656    /// Rotates towards `rhs` up to `max_angle` (in radians).
657    ///
658    /// When `max_angle` is `0.0`, the result will be equal to `self`. When `max_angle` is equal to
659    /// `self.angle_between(rhs)`, the result will be equal to `rhs`. If `max_angle` is negative,
660    /// rotates towards the exact opposite of `rhs`. Will not go past the target.
661    ///
662    /// Both quaternions must be normalized.
663    ///
664    /// # Panics
665    ///
666    /// Will panic if `self` or `rhs` are not normalized when `glam_assert` is enabled.
667    #[inline]
668    #[must_use]
669    pub fn rotate_towards(self, rhs: Self, max_angle: f32) -> Self {
670        glam_assert!(self.is_normalized() && rhs.is_normalized());
671        let angle = self.angle_between(rhs);
672        if angle <= 1e-4 {
673            return rhs;
674        }
675        let s = (max_angle / angle).clamp(-1.0, 1.0);
676        self.slerp(rhs, s)
677    }
678
679    /// Returns true if the absolute difference of all elements between `self` and `rhs`
680    /// is less than or equal to `max_abs_diff`.
681    ///
682    /// This can be used to compare if two quaternions contain similar elements. It works
683    /// best when comparing with a known value. The `max_abs_diff` that should be used used
684    /// depends on the values being compared against.
685    ///
686    /// For more see
687    /// [comparing floating point numbers](https://randomascii.wordpress.com/2012/02/25/comparing-floating-point-numbers-2012-edition/).
688    #[inline]
689    #[must_use]
690    pub fn abs_diff_eq(self, rhs: Self, max_abs_diff: f32) -> bool {
691        Vec4::from(self).abs_diff_eq(Vec4::from(rhs), max_abs_diff)
692    }
693
694    #[inline(always)]
695    #[must_use]
696    fn lerp_impl(self, end: Self, s: f32) -> Self {
697        (self * (1.0 - s) + end * s).normalize()
698    }
699
700    /// Performs a linear interpolation between `self` and `rhs` based on
701    /// the value `s`.
702    ///
703    /// When `s` is `0.0`, the result will be equal to `self`.  When `s`
704    /// is `1.0`, the result will be equal to `rhs`.
705    ///
706    /// # Panics
707    ///
708    /// Will panic if `self` or `end` are not normalized when `glam_assert` is enabled.
709    #[doc(alias = "mix")]
710    #[inline]
711    #[must_use]
712    pub fn lerp(self, end: Self, s: f32) -> Self {
713        glam_assert!(self.is_normalized());
714        glam_assert!(end.is_normalized());
715
716        const NEG_ZERO: float32x4_t = f32x4_from_array([-0.0; 4]);
717        unsafe {
718            let dot = dot4_into_f32x4(self.0, end.0);
719            // Calculate the bias, if the dot product is positive or zero, there is no bias
720            // but if it is negative, we want to flip the 'end' rotation XYZW components
721            let bias = vandq_u32(vreinterpretq_u32_f32(dot), vreinterpretq_u32_f32(NEG_ZERO));
722            self.lerp_impl(
723                Self(vreinterpretq_f32_u32(veorq_u32(
724                    vreinterpretq_u32_f32(end.0),
725                    bias,
726                ))),
727                s,
728            )
729        }
730    }
731
732    /// Performs a spherical linear interpolation between `self` and `end`
733    /// based on the value `s`.
734    ///
735    /// When `s` is `0.0`, the result will be equal to `self`.  When `s`
736    /// is `1.0`, the result will be equal to `end`.
737    ///
738    /// # Panics
739    ///
740    /// Will panic if `self` or `end` are not normalized when `glam_assert` is enabled.
741    #[inline]
742    #[must_use]
743    pub fn slerp(self, mut end: Self, s: f32) -> Self {
744        // http://number-none.com/product/Understanding%20Slerp,%20Then%20Not%20Using%20It/
745        glam_assert!(self.is_normalized());
746        glam_assert!(end.is_normalized());
747
748        // Note that a rotation can be represented by two quaternions: `q` and
749        // `-q`. The slerp path between `q` and `end` will be different from the
750        // path between `-q` and `end`. One path will take the long way around and
751        // one will take the short way. In order to correct for this, the `dot`
752        // product between `self` and `end` should be positive. If the `dot`
753        // product is negative, slerp between `self` and `-end`.
754        let mut dot = self.dot(end);
755        if dot < 0.0 {
756            end = -end;
757            dot = -dot;
758        }
759
760        const DOT_THRESHOLD: f32 = 1.0 - f32::EPSILON;
761        if dot > DOT_THRESHOLD {
762            // if above threshold perform linear interpolation to avoid divide by zero
763            self.lerp_impl(end, s)
764        } else {
765            let theta = math::acos_approx(dot);
766
767            let scale1 = math::sin(theta * (1.0 - s));
768            let scale2 = math::sin(theta * s);
769            let theta_sin = math::sin(theta);
770            ((self * scale1) + (end * scale2)) * (1.0 / theta_sin)
771        }
772    }
773
774    /// Multiplies a quaternion and a 3D vector, returning the rotated vector.
775    ///
776    /// # Panics
777    ///
778    /// Will panic if `self` is not normalized when `glam_assert` is enabled.
779    #[inline]
780    #[must_use]
781    pub fn mul_vec3(self, rhs: Vec3) -> Vec3 {
782        glam_assert!(self.is_normalized());
783
784        self.mul_vec3a(rhs.into()).into()
785    }
786
787    /// Multiplies two quaternions. If they each represent a rotation, the result will
788    /// represent the combined rotation.
789    ///
790    /// Note that due to floating point rounding the result may not be perfectly normalized.
791    ///
792    /// # Panics
793    ///
794    /// Will panic if `self` or `rhs` are not normalized when `glam_assert` is enabled.
795    #[inline]
796    #[must_use]
797    pub fn mul_quat(self, rhs: Self) -> Self {
798        unsafe {
799            let lhs = self.0;
800            let rhs = rhs.0;
801
802            const CONTROL_WZYX: float32x4_t = f32x4_from_array([1.0, -1.0, 1.0, -1.0]);
803            const CONTROL_ZWXY: float32x4_t = f32x4_from_array([1.0, 1.0, -1.0, -1.0]);
804            const CONTROL_YXWZ: float32x4_t = f32x4_from_array([-1.0, 1.0, 1.0, -1.0]);
805
806            let r_xxxx = vdupq_laneq_f32(lhs, 0);
807            let r_yyyy = vdupq_laneq_f32(lhs, 1);
808            let r_zzzz = vdupq_laneq_f32(lhs, 2);
809            let r_wwww = vdupq_laneq_f32(lhs, 3);
810
811            let lxrw_lyrw_lzrw_lwrw = vmulq_f32(r_wwww, rhs);
812            //let l_wzyx = simd_swizzle!(rhs, [3, 2, 1, 0]);
813            let l_wzyx = vrev64q_f32(rhs);
814            let l_wzyx = vextq_f32(l_wzyx, l_wzyx, 2);
815
816            let lwrx_lzrx_lyrx_lxrx = vmulq_f32(r_xxxx, l_wzyx);
817            //let l_zwxy = simd_swizzle!(l_wzyx, [1, 0, 3, 2]);
818            let l_zwxy = vrev64q_f32(l_wzyx);
819
820            let lwrx_nlzrx_lyrx_nlxrx = vmulq_f32(lwrx_lzrx_lyrx_lxrx, CONTROL_WZYX);
821
822            let lzry_lwry_lxry_lyry = vmulq_f32(r_yyyy, l_zwxy);
823            // let l_yxwz = simd_swizzle!(l_zwxy, [3, 2, 1, 0]);
824            let l_yxwz = vrev64q_f32(l_zwxy);
825            let l_yxwz = vextq_f32(l_yxwz, l_yxwz, 2);
826
827            let lzry_lwry_nlxry_nlyry = vmulq_f32(lzry_lwry_lxry_lyry, CONTROL_ZWXY);
828
829            let lyrz_lxrz_lwrz_lzrz = vmulq_f32(r_zzzz, l_yxwz);
830            let result0 = vaddq_f32(lxrw_lyrw_lzrw_lwrw, lwrx_nlzrx_lyrx_nlxrx);
831
832            let nlyrz_lxrz_lwrz_wlzrz = vmulq_f32(lyrz_lxrz_lwrz_lzrz, CONTROL_YXWZ);
833            let result1 = vaddq_f32(lzry_lwry_nlxry_nlyry, nlyrz_lxrz_lwrz_wlzrz);
834            Self(vaddq_f32(result0, result1))
835        }
836    }
837
838    /// Creates a quaternion from a 3x3 rotation matrix inside a 3D affine transform.
839    ///
840    /// Note if the input affine matrix contain scales, shears, or other non-rotation
841    /// transformations then the resulting quaternion will be ill-defined.
842    ///
843    /// # Panics
844    ///
845    /// Will panic if any input affine matrix column is not normalized when `glam_assert` is
846    /// enabled.
847    #[inline]
848    #[must_use]
849    pub fn from_affine3(a: &crate::Affine3) -> Self {
850        Self::from_rotation_axes(a.matrix3.x_axis, a.matrix3.y_axis, a.matrix3.z_axis)
851    }
852
853    /// Creates a quaternion from a 3x3 rotation matrix inside a 3D affine transform.
854    ///
855    /// Note if the input affine matrix contain scales, shears, or other non-rotation
856    /// transformations then the resulting quaternion will be ill-defined.
857    ///
858    /// # Panics
859    ///
860    /// Will panic if any input affine matrix column is not normalized when `glam_assert` is
861    /// enabled.
862    #[inline]
863    #[must_use]
864    pub fn from_affine3a(a: &crate::Affine3A) -> Self {
865        Self::from_rotation_axes(
866            a.matrix3.x_axis.into(),
867            a.matrix3.y_axis.into(),
868            a.matrix3.z_axis.into(),
869        )
870    }
871
872    /// Multiplies a quaternion and a 3D vector, returning the rotated vector.
873    #[inline]
874    #[must_use]
875    pub fn mul_vec3a(self, rhs: Vec3A) -> Vec3A {
876        unsafe {
877            let w = self.w;
878            let b = Vec3A::from(self.0);
879            let b2 = b.length_squared();
880            Vec3A(vaddq_f32(
881                vaddq_f32(
882                    vmulq_n_f32(rhs.0, (w * w) - b2),
883                    vmulq_n_f32(b.0, rhs.dot(b) * 2.0),
884                ),
885                vmulq_n_f32(b.cross(rhs).0, w * 2.0),
886            ))
887        }
888    }
889
890    #[cfg(feature = "f64")]
891    #[inline]
892    #[must_use]
893    pub fn as_dquat(self) -> DQuat {
894        DQuat::from_xyzw(self.x as f64, self.y as f64, self.z as f64, self.w as f64)
895    }
896}
897
898impl fmt::Debug for Quat {
899    fn fmt(&self, fmt: &mut fmt::Formatter<'_>) -> fmt::Result {
900        fmt.debug_tuple(stringify!(Quat))
901            .field(&self.x)
902            .field(&self.y)
903            .field(&self.z)
904            .field(&self.w)
905            .finish()
906    }
907}
908
909impl fmt::Display for Quat {
910    fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
911        if let Some(p) = f.precision() {
912            write!(
913                f,
914                "[{:.*}, {:.*}, {:.*}, {:.*}]",
915                p, self.x, p, self.y, p, self.z, p, self.w
916            )
917        } else {
918            write!(f, "[{}, {}, {}, {}]", self.x, self.y, self.z, self.w)
919        }
920    }
921}
922
923impl Add for Quat {
924    type Output = Self;
925    /// Adds two quaternions.
926    ///
927    /// The sum is not guaranteed to be normalized.
928    ///
929    /// Note that addition is not the same as combining the rotations represented by the
930    /// two quaternions! That corresponds to multiplication.
931    #[inline]
932    fn add(self, rhs: Self) -> Self {
933        Self::from_vec4(Vec4::from(self) + Vec4::from(rhs))
934    }
935}
936
937impl Add<&Self> for Quat {
938    type Output = Self;
939    #[inline]
940    fn add(self, rhs: &Self) -> Self {
941        self.add(*rhs)
942    }
943}
944
945impl Add<&Quat> for &Quat {
946    type Output = Quat;
947    #[inline]
948    fn add(self, rhs: &Quat) -> Quat {
949        (*self).add(*rhs)
950    }
951}
952
953impl Add<Quat> for &Quat {
954    type Output = Quat;
955    #[inline]
956    fn add(self, rhs: Quat) -> Quat {
957        (*self).add(rhs)
958    }
959}
960
961impl AddAssign for Quat {
962    #[inline]
963    fn add_assign(&mut self, rhs: Self) {
964        *self = self.add(rhs);
965    }
966}
967
968impl AddAssign<&Self> for Quat {
969    #[inline]
970    fn add_assign(&mut self, rhs: &Self) {
971        self.add_assign(*rhs);
972    }
973}
974
975impl Sub for Quat {
976    type Output = Self;
977    /// Subtracts the `rhs` quaternion from `self`.
978    ///
979    /// The difference is not guaranteed to be normalized.
980    #[inline]
981    fn sub(self, rhs: Self) -> Self {
982        Self::from_vec4(Vec4::from(self) - Vec4::from(rhs))
983    }
984}
985
986impl Sub<&Self> for Quat {
987    type Output = Self;
988    #[inline]
989    fn sub(self, rhs: &Self) -> Self {
990        self.sub(*rhs)
991    }
992}
993
994impl Sub<&Quat> for &Quat {
995    type Output = Quat;
996    #[inline]
997    fn sub(self, rhs: &Quat) -> Quat {
998        (*self).sub(*rhs)
999    }
1000}
1001
1002impl Sub<Quat> for &Quat {
1003    type Output = Quat;
1004    #[inline]
1005    fn sub(self, rhs: Quat) -> Quat {
1006        (*self).sub(rhs)
1007    }
1008}
1009
1010impl SubAssign for Quat {
1011    #[inline]
1012    fn sub_assign(&mut self, rhs: Self) {
1013        *self = self.sub(rhs);
1014    }
1015}
1016
1017impl SubAssign<&Self> for Quat {
1018    #[inline]
1019    fn sub_assign(&mut self, rhs: &Self) {
1020        self.sub_assign(*rhs);
1021    }
1022}
1023
1024impl Mul<f32> for Quat {
1025    type Output = Self;
1026    /// Multiplies a quaternion by a scalar value.
1027    ///
1028    /// The product is not guaranteed to be normalized.
1029    #[inline]
1030    fn mul(self, rhs: f32) -> Self {
1031        Self::from_vec4(Vec4::from(self) * rhs)
1032    }
1033}
1034
1035impl Mul<&f32> for Quat {
1036    type Output = Self;
1037    #[inline]
1038    fn mul(self, rhs: &f32) -> Self {
1039        self.mul(*rhs)
1040    }
1041}
1042
1043impl Mul<&f32> for &Quat {
1044    type Output = Quat;
1045    #[inline]
1046    fn mul(self, rhs: &f32) -> Quat {
1047        (*self).mul(*rhs)
1048    }
1049}
1050
1051impl Mul<f32> for &Quat {
1052    type Output = Quat;
1053    #[inline]
1054    fn mul(self, rhs: f32) -> Quat {
1055        (*self).mul(rhs)
1056    }
1057}
1058
1059impl MulAssign<f32> for Quat {
1060    #[inline]
1061    fn mul_assign(&mut self, rhs: f32) {
1062        *self = self.mul(rhs);
1063    }
1064}
1065
1066impl MulAssign<&f32> for Quat {
1067    #[inline]
1068    fn mul_assign(&mut self, rhs: &f32) {
1069        self.mul_assign(*rhs);
1070    }
1071}
1072
1073impl Div<f32> for Quat {
1074    type Output = Self;
1075    /// Divides a quaternion by a scalar value.
1076    /// The quotient is not guaranteed to be normalized.
1077    #[inline]
1078    fn div(self, rhs: f32) -> Self {
1079        Self::from_vec4(Vec4::from(self) / rhs)
1080    }
1081}
1082
1083impl Div<&f32> for Quat {
1084    type Output = Self;
1085    #[inline]
1086    fn div(self, rhs: &f32) -> Self {
1087        self.div(*rhs)
1088    }
1089}
1090
1091impl Div<&f32> for &Quat {
1092    type Output = Quat;
1093    #[inline]
1094    fn div(self, rhs: &f32) -> Quat {
1095        (*self).div(*rhs)
1096    }
1097}
1098
1099impl Div<f32> for &Quat {
1100    type Output = Quat;
1101    #[inline]
1102    fn div(self, rhs: f32) -> Quat {
1103        (*self).div(rhs)
1104    }
1105}
1106
1107impl DivAssign<f32> for Quat {
1108    #[inline]
1109    fn div_assign(&mut self, rhs: f32) {
1110        *self = self.div(rhs);
1111    }
1112}
1113
1114impl DivAssign<&f32> for Quat {
1115    #[inline]
1116    fn div_assign(&mut self, rhs: &f32) {
1117        self.div_assign(*rhs);
1118    }
1119}
1120
1121impl Mul for Quat {
1122    type Output = Self;
1123    /// Multiplies two quaternions. If they each represent a rotation, the result will
1124    /// represent the combined rotation.
1125    ///
1126    /// Note that due to floating point rounding the result may not be perfectly
1127    /// normalized.
1128    ///
1129    /// # Panics
1130    ///
1131    /// Will panic if `self` or `rhs` are not normalized when `glam_assert` is enabled.
1132    #[inline]
1133    fn mul(self, rhs: Self) -> Self {
1134        self.mul_quat(rhs)
1135    }
1136}
1137
1138impl Mul<&Self> for Quat {
1139    type Output = Self;
1140    #[inline]
1141    fn mul(self, rhs: &Self) -> Self {
1142        self.mul(*rhs)
1143    }
1144}
1145
1146impl Mul<&Quat> for &Quat {
1147    type Output = Quat;
1148    #[inline]
1149    fn mul(self, rhs: &Quat) -> Quat {
1150        (*self).mul(*rhs)
1151    }
1152}
1153
1154impl Mul<Quat> for &Quat {
1155    type Output = Quat;
1156    #[inline]
1157    fn mul(self, rhs: Quat) -> Quat {
1158        (*self).mul(rhs)
1159    }
1160}
1161
1162impl MulAssign for Quat {
1163    #[inline]
1164    fn mul_assign(&mut self, rhs: Self) {
1165        *self = self.mul(rhs);
1166    }
1167}
1168
1169impl MulAssign<&Self> for Quat {
1170    #[inline]
1171    fn mul_assign(&mut self, rhs: &Self) {
1172        self.mul_assign(*rhs);
1173    }
1174}
1175
1176impl Mul<Vec3> for Quat {
1177    type Output = Vec3;
1178    /// Multiplies a quaternion and a 3D vector, returning the rotated vector.
1179    ///
1180    /// # Panics
1181    ///
1182    /// Will panic if `self` is not normalized when `glam_assert` is enabled.
1183    #[inline]
1184    fn mul(self, rhs: Vec3) -> Self::Output {
1185        self.mul_vec3(rhs)
1186    }
1187}
1188
1189impl Mul<&Vec3> for Quat {
1190    type Output = Vec3;
1191    #[inline]
1192    fn mul(self, rhs: &Vec3) -> Vec3 {
1193        self.mul(*rhs)
1194    }
1195}
1196
1197impl Mul<&Vec3> for &Quat {
1198    type Output = Vec3;
1199    #[inline]
1200    fn mul(self, rhs: &Vec3) -> Vec3 {
1201        (*self).mul(*rhs)
1202    }
1203}
1204
1205impl Mul<Vec3> for &Quat {
1206    type Output = Vec3;
1207    #[inline]
1208    fn mul(self, rhs: Vec3) -> Vec3 {
1209        (*self).mul(rhs)
1210    }
1211}
1212
1213impl Mul<Vec3A> for Quat {
1214    type Output = Vec3A;
1215    #[inline]
1216    fn mul(self, rhs: Vec3A) -> Self::Output {
1217        self.mul_vec3a(rhs)
1218    }
1219}
1220
1221impl Mul<&Vec3A> for Quat {
1222    type Output = Vec3A;
1223    #[inline]
1224    fn mul(self, rhs: &Vec3A) -> Vec3A {
1225        self.mul(*rhs)
1226    }
1227}
1228
1229impl Mul<&Vec3A> for &Quat {
1230    type Output = Vec3A;
1231    #[inline]
1232    fn mul(self, rhs: &Vec3A) -> Vec3A {
1233        (*self).mul(*rhs)
1234    }
1235}
1236
1237impl Mul<Vec3A> for &Quat {
1238    type Output = Vec3A;
1239    #[inline]
1240    fn mul(self, rhs: Vec3A) -> Vec3A {
1241        (*self).mul(rhs)
1242    }
1243}
1244
1245impl Neg for Quat {
1246    type Output = Self;
1247    #[inline]
1248    fn neg(self) -> Self {
1249        self * -1.0
1250    }
1251}
1252
1253impl Neg for &Quat {
1254    type Output = Quat;
1255    #[inline]
1256    fn neg(self) -> Quat {
1257        (*self).neg()
1258    }
1259}
1260
1261impl Default for Quat {
1262    #[inline]
1263    fn default() -> Self {
1264        Self::IDENTITY
1265    }
1266}
1267
1268impl PartialEq for Quat {
1269    #[inline]
1270    fn eq(&self, rhs: &Self) -> bool {
1271        Vec4::from(*self).eq(&Vec4::from(*rhs))
1272    }
1273}
1274
1275impl AsRef<[f32; 4]> for Quat {
1276    #[inline]
1277    fn as_ref(&self) -> &[f32; 4] {
1278        unsafe { &*(self as *const Self as *const [f32; 4]) }
1279    }
1280}
1281
1282impl Sum<Self> for Quat {
1283    fn sum<I>(iter: I) -> Self
1284    where
1285        I: Iterator<Item = Self>,
1286    {
1287        iter.fold(Self::ZERO, Self::add)
1288    }
1289}
1290
1291impl<'a> Sum<&'a Self> for Quat {
1292    fn sum<I>(iter: I) -> Self
1293    where
1294        I: Iterator<Item = &'a Self>,
1295    {
1296        iter.fold(Self::ZERO, |a, &b| Self::add(a, b))
1297    }
1298}
1299
1300impl Product for Quat {
1301    fn product<I>(iter: I) -> Self
1302    where
1303        I: Iterator<Item = Self>,
1304    {
1305        iter.fold(Self::IDENTITY, Self::mul)
1306    }
1307}
1308
1309impl<'a> Product<&'a Self> for Quat {
1310    fn product<I>(iter: I) -> Self
1311    where
1312        I: Iterator<Item = &'a Self>,
1313    {
1314        iter.fold(Self::IDENTITY, |a, &b| Self::mul(a, b))
1315    }
1316}
1317
1318impl From<Quat> for Vec4 {
1319    #[inline]
1320    fn from(q: Quat) -> Self {
1321        Self(q.0)
1322    }
1323}
1324
1325impl From<Quat> for (f32, f32, f32, f32) {
1326    #[inline]
1327    fn from(q: Quat) -> Self {
1328        Vec4::from(q).into()
1329    }
1330}
1331
1332impl From<Quat> for [f32; 4] {
1333    #[inline]
1334    fn from(q: Quat) -> Self {
1335        Vec4::from(q).into()
1336    }
1337}
1338
1339impl From<Quat> for float32x4_t {
1340    #[inline]
1341    fn from(q: Quat) -> Self {
1342        q.0
1343    }
1344}
1345
1346impl Deref for Quat {
1347    type Target = crate::deref::Vec4<f32>;
1348    #[inline]
1349    fn deref(&self) -> &Self::Target {
1350        unsafe { &*(self as *const Self).cast() }
1351    }
1352}
1353
1354impl DerefMut for Quat {
1355    #[inline]
1356    fn deref_mut(&mut self) -> &mut Self::Target {
1357        unsafe { &mut *(self as *mut Self).cast() }
1358    }
1359}