forked from bartvdbraak/blender
313 lines
8.9 KiB
C
313 lines
8.9 KiB
C
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/*
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* SOLID - Software Library for Interference Detection
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*
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* Copyright (C) 2001-2003 Dtecta. All rights reserved.
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*
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* This library may be distributed under the terms of the Q Public License
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* (QPL) as defined by Trolltech AS of Norway and appearing in the file
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* LICENSE.QPL included in the packaging of this file.
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*
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* This library may be distributed and/or modified under the terms of the
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* GNU General Public License (GPL) version 2 as published by the Free Software
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* Foundation and appearing in the file LICENSE.GPL included in the
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* packaging of this file.
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*
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* This library is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
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* WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
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*
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* Commercial use or any other use of this library not covered by either
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* the QPL or the GPL requires an additional license from Dtecta.
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* Please contact info@dtecta.com for enquiries about the terms of commercial
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* use of this library.
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*/
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#ifndef QUATERNION_H
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#define QUATERNION_H
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#include <cassert>
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#include "Tuple4.h"
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#include "Vector3.h"
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namespace MT {
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template <typename Scalar>
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class Quaternion : public Tuple4<Scalar> {
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public:
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Quaternion() {}
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template <typename Scalar2>
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explicit Quaternion(const Scalar2 *v) : Tuple4<Scalar>(v) {}
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template <typename Scalar2>
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Quaternion(const Scalar2& x, const Scalar2& y, const Scalar2& z, const Scalar2& w)
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: Tuple4<Scalar>(x, y, z, w)
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{}
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Quaternion(const Vector3<Scalar>& axis, const Scalar& angle)
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{
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setRotation(axis, angle);
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}
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template <typename Scalar2>
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Quaternion(const Scalar2& yaw, const Scalar2& pitch, const Scalar2& roll)
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{
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setEuler(yaw, pitch, roll);
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}
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void setRotation(const Vector3<Scalar>& axis, const Scalar& angle)
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{
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Scalar d = axis.length();
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assert(d != Scalar(0.0));
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Scalar s = Scalar_traits<Scalar>::sin(angle * Scalar(0.5)) / d;
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setValue(axis[0] * s, axis[1] * s, axis[2] * s,
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Scalar_traits<Scalar>::cos(angle * Scalar(0.5)));
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}
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template <typename Scalar2>
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void setEuler(const Scalar2& yaw, const Scalar2& pitch, const Scalar2& roll)
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{
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Scalar halfYaw = Scalar(yaw) * Scalar(0.5);
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Scalar halfPitch = Scalar(pitch) * Scalar(0.5);
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Scalar halfRoll = Scalar(roll) * Scalar(0.5);
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Scalar cosYaw = Scalar_traits<Scalar>::cos(halfYaw);
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Scalar sinYaw = Scalar_traits<Scalar>::sin(halfYaw);
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Scalar cosPitch = Scalar_traits<Scalar>::cos(halfPitch);
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Scalar sinPitch = Scalar_traits<Scalar>::sin(halfPitch);
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Scalar cosRoll = Scalar_traits<Scalar>::cos(halfRoll);
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Scalar sinRoll = Scalar_traits<Scalar>::sin(halfRoll);
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setValue(cosRoll * sinPitch * cosYaw + sinRoll * cosPitch * sinYaw,
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cosRoll * cosPitch * sinYaw - sinRoll * sinPitch * cosYaw,
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sinRoll * cosPitch * cosYaw - cosRoll * sinPitch * sinYaw,
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cosRoll * cosPitch * cosYaw + sinRoll * sinPitch * sinYaw);
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}
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Quaternion<Scalar>& operator+=(const Quaternion<Scalar>& q)
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{
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m_co[0] += q[0]; m_co[1] += q[1]; m_co[2] += q[2]; m_co[3] += q[3];
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return *this;
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}
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Quaternion<Scalar>& operator-=(const Quaternion<Scalar>& q)
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{
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m_co[0] -= q[0]; m_co[1] -= q[1]; m_co[2] -= q[2]; m_co[3] -= q[3];
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return *this;
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}
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Quaternion<Scalar>& operator*=(const Scalar& s)
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{
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m_co[0] *= s; m_co[1] *= s; m_co[2] *= s; m_co[3] *= s;
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return *this;
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}
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Quaternion<Scalar>& operator/=(const Scalar& s)
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{
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assert(s != Scalar(0.0));
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return *this *= Scalar(1.0) / s;
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}
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Quaternion<Scalar>& operator*=(const Quaternion<Scalar>& q)
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{
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setValue(m_co[3] * q[0] + m_co[0] * q[3] + m_co[1] * q[2] - m_co[2] * q[1],
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m_co[3] * q[1] + m_co[1] * q[3] + m_co[2] * q[0] - m_co[0] * q[2],
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m_co[3] * q[2] + m_co[2] * q[3] + m_co[0] * q[1] - m_co[1] * q[0],
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m_co[3] * q[3] - m_co[0] * q[0] - m_co[1] * q[1] - m_co[2] * q[2]);
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return *this;
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}
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Scalar dot(const Quaternion<Scalar>& q) const
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{
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return m_co[0] * q[0] + m_co[1] * q[1] + m_co[2] * q[2] + m_co[3] * q[3];
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}
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Scalar length2() const
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{
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return dot(*this);
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}
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Scalar length() const
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{
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return Scalar_traits<Scalar>::sqrt(length2());
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}
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Quaternion<Scalar>& normalize()
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{
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return *this /= length();
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}
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Quaternion<Scalar> normalized() const
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{
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return *this / length();
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}
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Scalar angle(const Quaternion<Scalar>& q) const
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{
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Scalar s = Scalar_traits<Scalar>::sqrt(length2() * q.length2());
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assert(s != Scalar(0.0));
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return Scalar_traits<Scalar>::acos(dot(q) / s);
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}
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Quaternion<Scalar> conjugate() const
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{
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return Quaternion<Scalar>(-m_co[0], -m_co[1], -m_co[2], m_co[3]);
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}
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Quaternion<Scalar> inverse() const
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{
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return conjugate / length2();
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}
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Quaternion<Scalar> slerp(const Quaternion<Scalar>& q, const Scalar& t) const
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{
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Scalar theta = angle(q);
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if (theta != Scalar(0.0))
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{
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Scalar d = Scalar(1.0) / Scalar_traits<Scalar>::sin(theta);
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Scalar s0 = Scalar_traits<Scalar>::sin((Scalar(1.0) - t) * theta);
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Scalar s1 = Scalar_traits<Scalar>::sin(t * theta);
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return Quaternion<Scalar>((m_co[0] * s0 + q[0] * s1) * d,
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(m_co[1] * s0 + q[1] * s1) * d,
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(m_co[2] * s0 + q[2] * s1) * d,
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(m_co[3] * s0 + q[3] * s1) * d);
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}
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else
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{
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return *this;
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}
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}
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static Quaternion<Scalar> random()
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{
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// From: "Uniform Random Rotations", Ken Shoemake, Graphics Gems III,
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// pg. 124-132
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Scalar x0 = Scalar_traits<Scalar>::random();
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Scalar r1 = Scalar_traits<Scalar>::sqrt(Scalar(1.0) - x0);
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Scalar r2 = Scalar_traits<Scalar>::sqrt(x0);
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Scalar t1 = Scalar_traits<Scalar>::TwoTimesPi() * Scalar_traits<Scalar>::random();
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Scalar t2 = Scalar_traits<Scalar>::TwoTimesPi() * Scalar_traits<Scalar>::random();
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Scalar c1 = Scalar_traits<Scalar>::cos(t1);
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Scalar s1 = Scalar_traits<Scalar>::sin(t1);
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Scalar c2 = Scalar_traits<Scalar>::cos(t2);
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Scalar s2 = Scalar_traits<Scalar>::sin(t2);
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return Quaternion<Scalar>(s1 * r1, c1 * r1, s2 * r2, c2 * r2);
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}
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};
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template <typename Scalar>
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inline Quaternion<Scalar>
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operator+(const Quaternion<Scalar>& q1, const Quaternion<Scalar>& q2)
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{
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return Quaternion<Scalar>(q1[0] + q2[0], q1[1] + q2[1], q1[2] + q2[2], q1[3] + q2[3]);
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}
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template <typename Scalar>
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inline Quaternion<Scalar>
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operator-(const Quaternion<Scalar>& q1, const Quaternion<Scalar>& q2)
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{
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return Quaternion<Scalar>(q1[0] - q2[0], q1[1] - q2[1], q1[2] - q2[2], q1[3] - q2[3]);
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}
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template <typename Scalar>
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inline Quaternion<Scalar>
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operator-(const Quaternion<Scalar>& q)
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{
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return Quaternion<Scalar>(-q[0], -q[1], -q[2], -q[3]);
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}
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template <typename Scalar>
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inline Quaternion<Scalar>
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operator*(const Quaternion<Scalar>& q, const Scalar& s)
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{
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return Quaternion<Scalar>(q[0] * s, q[1] * s, q[2] * s, q[3] * s);
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}
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template <typename Scalar>
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inline Quaternion<Scalar>
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operator*(const Scalar& s, const Quaternion<Scalar>& q)
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{
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return q * s;
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}
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template <typename Scalar>
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inline Quaternion<Scalar>
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operator*(const Quaternion<Scalar>& q1, const Quaternion<Scalar>& q2) {
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return Quaternion<Scalar>(q1[3] * q2[0] + q1[0] * q2[3] + q1[1] * q2[2] - q1[2] * q2[1],
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q1[3] * q2[1] + q1[1] * q2[3] + q1[2] * q2[0] - q1[0] * q2[2],
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q1[3] * q2[2] + q1[2] * q2[3] + q1[0] * q2[1] - q1[1] * q2[0],
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q1[3] * q2[3] - q1[0] * q2[0] - q1[1] * q2[1] - q1[2] * q2[2]);
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}
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template <typename Scalar>
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inline Quaternion<Scalar>
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operator*(const Quaternion<Scalar>& q, const Vector3<Scalar>& w)
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{
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return Quaternion<Scalar>( q[3] * w[0] + q[1] * w[2] - q[2] * w[1],
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q[3] * w[1] + q[2] * w[0] - q[0] * w[2],
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q[3] * w[2] + q[0] * w[1] - q[1] * w[0],
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-q[0] * w[0] - q[1] * w[1] - q[2] * w[2]);
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}
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template <typename Scalar>
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inline Quaternion<Scalar>
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operator*(const Vector3<Scalar>& w, const Quaternion<Scalar>& q)
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{
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return Quaternion<Scalar>( w[0] * q[3] + w[1] * q[2] - w[2] * q[1],
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w[1] * q[3] + w[2] * q[0] - w[0] * q[2],
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w[2] * q[3] + w[0] * q[1] - w[1] * q[0],
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-w[0] * q[0] - w[1] * q[1] - w[2] * q[2]);
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}
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template <typename Scalar>
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inline Scalar
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dot(const Quaternion<Scalar>& q1, const Quaternion<Scalar>& q2)
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{
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return q1.dot(q2);
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}
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template <typename Scalar>
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inline Scalar
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length2(const Quaternion<Scalar>& q)
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{
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return q.length2();
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}
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template <typename Scalar>
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inline Scalar
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length(const Quaternion<Scalar>& q)
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{
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return q.length();
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}
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template <typename Scalar>
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inline Scalar
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angle(const Quaternion<Scalar>& q1, const Quaternion<Scalar>& q2)
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{
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return q1.angle(q2);
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}
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template <typename Scalar>
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inline Quaternion<Scalar>
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conjugate(const Quaternion<Scalar>& q)
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{
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return q.conjugate();
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}
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template <typename Scalar>
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inline Quaternion<Scalar>
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inverse(const Quaternion<Scalar>& q)
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{
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return q.inverse();
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}
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template <typename Scalar>
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inline Quaternion<Scalar>
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slerp(const Quaternion<Scalar>& q1, const Quaternion<Scalar>& q2, const Scalar& t)
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{
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return q1.slerp(q2, t);
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}
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}
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#endif
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