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#ifndef __CGLA_QUATF_H__
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#define __CGLA_QUATF_H__
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#include "Vec3f.h"
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#include "Vec4f.h"
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#include "Mat3x3f.h"
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#include "Mat4x4f.h"
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namespace CGLA {
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/** A Quaterinion class. Quaternions are algebraic entities
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useful for rotation. */
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class Quatf
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{
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public:
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/// Vector part of quaternion
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Vec3f qv;
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/// Scalar part of quaternion
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float qw;
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/// Construct undefined quaternion
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#ifndef NDEBUG
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Quatf() : qw(CGLA_INIT_VALUE) {}
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#else
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Quatf() {}
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#endif
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/// Construct quaternion from vector and scalar
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Quatf(const Vec3f& imaginary, float real = 1.0f) : qv(imaginary) , qw(real) {}
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/// Construct quaternion from four scalars
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Quatf(float x, float y, float z, float _qw) : qv(x,y,z), qw(_qw) {}
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/// Construct quaternion from a 4D vector
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explicit Quatf(const Vec4f& v) : qv(v[0], v[1], v[2]), qw(v[3]) {}
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/// Assign values to a quaternion
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void set(const Vec3f& imaginary, float real=1.0f)
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{
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qv = imaginary;
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qw = real;
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}
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void set(float x, float y, float z, float _qw)
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{
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qv.set(x,y,z);
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qw = _qw;
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}
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void set(const Vec4f& v)
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{
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qv.set(v[0], v[1], v[2]);
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qw = v[3];
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}
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/// Get values from a quaternion
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void get(float& x, float& y, float& z, float& _qw) const
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{
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x = qv[0];
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y = qv[1];
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z = qv[2];
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_qw = qw;
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}
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/// Get imaginary part of a quaternion
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Vec3f get_imaginary_part() const { return qv; }
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/// Get real part of a quaternion
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float get_real_part() const { return qw; }
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/// Get a 3x3 rotation matrix from a quaternion
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Mat3x3f get_mat3x3f() const;
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/// Get a 4x4 rotation matrix from a quaternion
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Mat4x4f get_mat4x4f() const;
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/// Obtain angle of rotation and axis
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void get_rot(float& angle, Vec3f& vec);
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/// Construct a Quaternion from an angle and axis of rotation.
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void make_rot(float angle, const Vec3f&);
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/** Construct a Quaternion rotating from the direction given
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by the first argument to the direction given by the second.*/
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void make_rot(const Vec3f&,const Vec3f&);
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//----------------------------------------------------------------------
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// Binary operators
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//----------------------------------------------------------------------
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bool operator==(const Quatf& q) const
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{
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return qw == q.qw && qv == q.qv;
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}
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bool operator!=(const Quatf& q) const
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{
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return qw != q.qw || qv != q.qv;
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}
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/// Multiply two quaternions. (Combine their rotation)
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Quatf operator*(const Quatf& q) const
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{
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return Quatf(cross(qv, q.qv) + qv*q.qw + q.qv*qw,
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qw*q.qw - dot(qv, q.qv));
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}
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/// Multiply scalar onto quaternion.
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Quatf operator*(float scalar) const
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{
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return Quatf(qv*scalar, qw*scalar);
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}
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/// Add two quaternions.
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Quatf operator+(const Quatf& q) const
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{
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return Quatf(qv + q.qv, qw + q.qw);
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}
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//----------------------------------------------------------------------
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// Unary operators
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//----------------------------------------------------------------------
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/// Compute the additive inverse of the quaternion
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Quatf operator-() const { return Quatf(-qv, -qw); }
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/// Compute norm of quaternion
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float norm() const { return dot(qv, qv) + qw*qw; }
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/// Return conjugate quaternion
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Quatf conjugate() const { return Quatf(-qv, qw); }
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/// Compute the multiplicative inverse of the quaternion
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Quatf inverse() const { return Quatf(conjugate()*(1/norm())); }
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/// Normalize quaternion.
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Quatf normalize() { return Quatf((*this)*(1/norm())); }
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//----------------------------------------------------------------------
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// Application
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//----------------------------------------------------------------------
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/// Rotate vector according to quaternion
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Vec3f apply(const Vec3f& vec) const
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{
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return ((*this)*Quatf(vec)*inverse()).qv;
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}
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/// Rotate vector according to unit quaternion
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Vec3f apply_unit(const Vec3f& vec) const
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{
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return ((*this)*Quatf(vec)*conjugate()).qv;
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}
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};
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inline Quatf operator*(float scalar, const Quatf& q)
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{
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return q*scalar;
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}
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/** Perform linear interpolation of two quaternions.
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The last argument is the parameter used to interpolate
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between the two first. SLERP - invented by Shoemake -
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is a good way to interpolate because the interpolation
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is performed on the unit sphere.
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*/
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inline Quatf slerp(Quatf q0, Quatf q1, float t);
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/// Create an identity quaternion
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inline Quatf identity_Quatf()
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{
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return Quatf(Vec3f(0.0));
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}
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/// Print quaternion to stream.
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inline std::ostream& operator<<(std::ostream&os, const Quatf v)
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{
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os << "[ ";
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for(unsigned int i=0;i<3;i++) os << v.qv[i] << " ";
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os << "~ " << v.qw << " ";
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os << "]";
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return os;
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}
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}
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#endif
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