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Allow getting Quaternion rotation in different Euler orders
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@@ -38,25 +38,11 @@ real_t Quaternion::angle_to(const Quaternion &p_to) const {
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return Math::acos(CLAMP(d * d * 2 - 1, -1, 1));
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}
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// get_euler_xyz returns a vector containing the Euler angles in the format
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// (ax,ay,az), where ax is the angle of rotation around x axis,
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// and similar for other axes.
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// This implementation uses XYZ convention (Z is the first rotation).
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Vector3 Quaternion::get_euler_xyz() const {
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Basis m(*this);
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return m.get_euler(EulerOrder::XYZ);
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}
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// get_euler_yxz returns a vector containing the Euler angles in the format
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// (ax,ay,az), where ax is the angle of rotation around x axis,
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// and similar for other axes.
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// This implementation uses YXZ convention (Z is the first rotation).
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Vector3 Quaternion::get_euler_yxz() const {
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Vector3 Quaternion::get_euler(EulerOrder p_order) const {
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#ifdef MATH_CHECKS
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ERR_FAIL_COND_V_MSG(!is_normalized(), Vector3(0, 0, 0), "The quaternion must be normalized.");
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#endif
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Basis m(*this);
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return m.get_euler(EulerOrder::YXZ);
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return Basis(*this).get_euler(p_order);
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}
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void Quaternion::operator*=(const Quaternion &p_q) {
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