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#ifndef __CGLA_QUATF_H__
#define __CGLA_QUATF_H__
#include "ArithQuat.h"
#include "Vec3f.h"
#include "Vec4f.h"
#include "Mat3x3f.h"
#include "Mat4x4f.h"
namespace CGLA {
/** \brief A float based Quaterinion class.
Quaternions are algebraic entities useful for rotation. */
class Quatf : public ArithQuat<float,Vec3f,Quatf>
{
public:
Quatf() : ArithQuat<float, Vec3f, Quatf>() {}
/// Construct quaternion from vector and scalar
Quatf(const Vec3f& imaginary, float real = 1.0f) : ArithQuat<float, Vec3f, Quatf>(imaginary, real) {}
/// Construct quaternion from four scalars
Quatf(float x, float y, float z, float _qw) : ArithQuat<float, Vec3f, Quatf>(x,y,z,_qw) {}
/// Construct quaternion from a 4D vector
explicit Quatf(const Vec4f& v) : ArithQuat<float, Vec3f, Quatf>(v[0], v[1], v[2], v[3]) {}
/// Get a 3x3 rotation matrix from a quaternion
Mat3x3f get_Mat3x3f() const
{
float s = 2/norm();
// note that the all q_*q_ are used twice (optimize)
return Mat3x3f(Vec3f(1.0f - 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])),
Vec3f( s*(qv[0]*qv[1] + qw*qv[2]),
1.0f - s*(qv[0]*qv[0] + qv[2]*qv[2]),
s*(qv[1]*qv[2] - qw*qv[0])),
Vec3f( s*(qv[0]*qv[2] - qw*qv[1]),
s*(qv[1]*qv[2] + qw*qv[0]),
1.0f - s*(qv[0]*qv[0] + qv[1]*qv[1])));
}
/// Get a 4x4 rotation matrix from a quaternion
Mat4x4f get_Mat4x4f() const
{
float s = 2.0f/norm();
// note that the all q_*q_ are used twice (optimize?)
return Mat4x4f(Vec4f(1.0f - 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]),
0.0f),
Vec4f( s*(qv[0]*qv[1] + qw*qv[2]),
1.0f - s*(qv[0]*qv[0] + qv[2]*qv[2]),
s*(qv[1]*qv[2] - qw*qv[0]),
0.0f),
Vec4f( s*(qv[0]*qv[2] - qw*qv[1]),
s*(qv[1]*qv[2] + qw*qv[0]),
1.0f - s*(qv[0]*qv[0] + qv[1]*qv[1]),
0.0f),
Vec4f(0.0f, 0.0f, 0.0f, 1.0f));
}
/// Create an identity quaternion
inline Quatf identity_Quatf()
{
return Quatf(Vec3f(0.0f));
}
};
}
#endif