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vb01/quaternion.h
T

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2.4 KiB
C++
Executable File

#ifndef QUATERNION_H
#define QUATERNION_H
#include<cmath>
#include"vector.h"
namespace vb01{
class Quaternion{
public:
Quaternion(float w, float x, float y, float z){
this->w = w;
this->x = x;
this->y = y;
this->z = z;
}
Quaternion(float angle, Vector3 axis){
*this = this->fromAngle(angle, axis);
}
Quaternion(){}
inline Quaternion operator- (){return Quaternion(w, -x, -y, -z);}
inline Quaternion operator* (Quaternion q){
float a1 = this->w, a2 = q.w,
b1 = this->x, b2 = q.x,
c1 = this->y, c2 = q.y,
d1 = this->z, d2 = q.z;
float w = a1 * a2 - b1 * b2 - c1 * c2 - d1 * d2;
float x = a1 * b2 + b1 * a2 + c1 * d2 - d1 * c2;
float y = a1 * c2 - b1 * d2 + c1 * a2 + d1 * b2;
float z = a1 * d2 + b1 * c2 - c1 * b2 + d1 * a2;
return Quaternion(w, x, y, z);
}
inline Vector3 operator* (Vector3 v){
Quaternion vQuat = (*this) * Quaternion(0, v.x, v.y, v.z) * recip();
return Vector3(vQuat.x, vQuat.y, vQuat.z);
}
inline Quaternion fromAngle(float angle, Vector3 axis){
return Quaternion(cos(angle / 2), axis.x * sin(angle / 2), axis.y * sin(angle / 2), axis.z * sin(angle / 2));
}
inline float getAngle(){return w > 1 ? 0 : 2 * acos(w);}
inline Vector3 getAxis(){return x == 0 && y == 0 && z == 0 ? Vector3(1, 0, 0) : Vector3(x, y, z).norm();}
inline Quaternion operator+(Quaternion q){return Quaternion(w + q.w, x + q.x, y + q.y, z + q.z);}
inline Quaternion operator-(Quaternion q){return Quaternion(w - q.w, x - q.x, y - q.y, z - q.z);}
template<typename T> inline Quaternion operator*(T s){return Quaternion(w * s, x * s, y * s, z * s);}
template<typename T> inline Quaternion operator/(T s){return Quaternion(w / s, x / s, y / s, z / s);}
inline Quaternion conj(){
return (*this + Quaternion(0, 1, 0, 0)
*(*this) * Quaternion(0, 1, 0, 0) + Quaternion(0, 0, 1, 0)
*(*this) * Quaternion(0, 0, 1, 0) + Quaternion(0, 0, 0, 1)
*(*this) * Quaternion(0, 0, 0, 1)) * -.5;
}
inline Quaternion norm(){return *this / getLength();}
inline Quaternion recip(){return conj() / getLengthSq();}
inline Quaternion invert(){return conj() / (getLengthSq());}
inline float getLengthSq(){return w * w + x * x + y * y + z * z;}
inline float getLength(){return std::sqrt(getLengthSq());}
float w, x, y, z;
const static Quaternion QUAT_I, QUAT_J, QUAT_K, QUAT_W;
private:
};
}
#endif