#include "MT_Optimize.h" GEN_INLINE MT_Quaternion& MT_Quaternion::operator*=(const MT_Quaternion& q) { setValue(m_co[3] * q[0] + m_co[0] * q[3] + m_co[1] * q[2] - m_co[2] * q[1], m_co[3] * q[1] + m_co[1] * q[3] + m_co[2] * q[0] - m_co[0] * q[2], m_co[3] * q[2] + m_co[2] * q[3] + m_co[0] * q[1] - m_co[1] * q[0], m_co[3] * q[3] - m_co[0] * q[0] - m_co[1] * q[1] - m_co[2] * q[2]); return *this; } GEN_INLINE void MT_Quaternion::conjugate() { m_co[0] = -m_co[0]; m_co[1] = -m_co[1]; m_co[2] = -m_co[2]; } GEN_INLINE MT_Quaternion MT_Quaternion::conjugate() const { return MT_Quaternion(-m_co[0], -m_co[1], -m_co[2], m_co[3]); } GEN_INLINE void MT_Quaternion::invert() { conjugate(); *this /= length2(); } GEN_INLINE MT_Quaternion MT_Quaternion::inverse() const { return conjugate() / length2(); } // From: "Uniform Random Rotations", Ken Shoemake, Graphics Gems III, // pg. 124-132 GEN_INLINE MT_Quaternion MT_Quaternion::random() { MT_Scalar x0 = MT_random(); MT_Scalar r1 = sqrt(MT_Scalar(1.0) - x0), r2 = sqrt(x0); MT_Scalar t1 = MT_2_PI * MT_random(), t2 = MT_2_PI * MT_random(); MT_Scalar c1 = cos(t1), s1 = sin(t1); MT_Scalar c2 = cos(t2), s2 = sin(t2); return MT_Quaternion(s1 * r1, c1 * r1, s2 * r2, c2 * r2); } GEN_INLINE MT_Quaternion operator*(const MT_Quaternion& q1, const MT_Quaternion& q2) { return MT_Quaternion(q1[3] * q2[0] + q1[0] * q2[3] + q1[1] * q2[2] - q1[2] * q2[1], q1[3] * q2[1] + q1[1] * q2[3] + q1[2] * q2[0] - q1[0] * q2[2], q1[3] * q2[2] + q1[2] * q2[3] + q1[0] * q2[1] - q1[1] * q2[0], q1[3] * q2[3] - q1[0] * q2[0] - q1[1] * q2[1] - q1[2] * q2[2]); } GEN_INLINE MT_Quaternion operator*(const MT_Quaternion& q, const MT_Vector3& w) { return MT_Quaternion( q[3] * w[0] + q[1] * w[2] - q[2] * w[1], q[3] * w[1] + q[2] * w[0] - q[0] * w[2], q[3] * w[2] + q[0] * w[1] - q[1] * w[0], -q[0] * w[0] - q[1] * w[1] - q[2] * w[2]); } GEN_INLINE MT_Quaternion operator*(const MT_Vector3& w, const MT_Quaternion& q) { return MT_Quaternion( w[0] * q[3] + w[1] * q[2] - w[2] * q[1], w[1] * q[3] + w[2] * q[0] - w[0] * q[2], w[2] * q[3] + w[0] * q[1] - w[1] * q[0], -w[0] * q[0] - w[1] * q[1] - w[2] * q[2]); }