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#ifndef __CGLA_QUATD_H__
#define __CGLA_QUATD_H__
#include "ArithQuat.h"
#include "Vec3d.h"
#include "Vec4d.h"
#include "Mat3x3d.h"
#include "Mat4x4d.h"
namespace CGLA {
/** \brief A float based Quaterinion class.
Quaternions are algebraic entities useful for rotation. */
class Quatd : public ArithQuat<double,Vec3d,Quatd>
{
public:
Quatd() : ArithQuat<double, Vec3d, Quatd>() {}
/// Construct quaternion from vector and scalar
Quatd(const Vec3d& imaginary, double real = 1.0) : ArithQuat<double, Vec3d, Quatd>(imaginary, real) {}
/// Construct quaternion from four scalars
Quatd(double x, double y, double z, double _qw) : ArithQuat<double, Vec3d, Quatd>(x,y,z,_qw) {}
/// Construct quaternion from a 4D vector
explicit Quatd(const Vec4d& v) : ArithQuat<double, Vec3d, Quatd>(v[0], v[1], v[2], v[3]) {}
/// Get a 3x3 rotation matrix from a quaternion
Mat3x3d get_Mat3x3d() const
{
double s = 2.0/norm();
// note that the all q_*q_ are used twice (optimize)
return Mat3x3d(Vec3d(1.0 - s*(qv[1]*qv[1] + qv[2]*qv[2]),
s*(qv[0]*qv[1] - qw*qv[2]),
s*(qv[0]*qv[2] + qw*qv[1])),
Vec3d( s*(qv[0]*qv[1] + qw*qv[2]),
1.0 - s*(qv[0]*qv[0] + qv[2]*qv[2]),
s*(qv[1]*qv[2] - qw*qv[0])),
Vec3d( s*(qv[0]*qv[2] - qw*qv[1]),
s*(qv[1]*qv[2] + qw*qv[0]),
1.0 - s*(qv[0]*qv[0] + qv[1]*qv[1])));
}
/// Get a 4x4 rotation matrix from a quaternion
Mat4x4d get_Mat4x4d() const
{
double s = 2/norm();
// note that the all q_*q_ are used twice (optimize?)
return Mat4x4d(Vec4d(1.0 - s*(qv[1]*qv[1] + qv[2]*qv[2]),
s*(qv[0]*qv[1] - qw*qv[2]),
s*(qv[0]*qv[2] + qw*qv[1]),
0.0),
Vec4d( s*(qv[0]*qv[1] + qw*qv[2]),
1.0 - s*(qv[0]*qv[0] + qv[2]*qv[2]),
s*(qv[1]*qv[2] - qw*qv[0]),
0.0),
Vec4d( s*(qv[0]*qv[2] - qw*qv[1]),
s*(qv[1]*qv[2] + qw*qv[0]),
1.0 - s*(qv[0]*qv[0] + qv[1]*qv[1]),
0.0),
Vec4d(0.0, 0.0, 0.0, 1.0));
}
/// Create an identity quaternion
inline Quatd identity_Quatd()
{
return Quatd(Vec3d(0.0));
}
};
}
#endif