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/******************************************************************************
 *
 * MantaFlow fluid solver framework
 * Copyright 2011 Tobias Pfaff, Nils Thuerey
 *
 * This program is free software, distributed under the terms of the
 * Apache License, Version 2.0
 * http://www.apache.org/licenses/LICENSE-2.0
 *
 * Basic quaternion class
 *
 ******************************************************************************/

#ifndef _QUATERNION_H
#define _QUATERNION_H

#include "vectorbase.h"

namespace Manta {

//! Very basic quaternion class
class Quaternion {
 public:
  //! default constructor
  Quaternion() : x(0), y(0), z(0), w(0)
  {
  }

  //! copy constructor
  Quaternion(const Quaternion &q) : x(q.x), y(q.y), z(q.z), w(q.w)
  {
  }

  //! construct a quaternion from members
  Quaternion(Real _x, Real _y, Real _z, Real _w) : x(_x), y(_y), z(_z), w(_w)
  {
  }

  //! construct a quaternion from imag/real parts
  Quaternion(Vec3 i, Real r) : x(i.x), y(i.y), z(i.z), w(r)
  {
  }

  //! Assign operator
  inline Quaternion &operator=(const Quaternion &q)
  {
    x = q.x;
    y = q.y;
    z = q.z;
    w = q.w;
    return *this;
  }

  //! Assign multiplication operator
  inline Quaternion &operator*=(const Real a)
  {
    x *= a;
    y *= a;
    z *= a;
    w *= a;
    return *this;
  }

  //! return inverse quaternion
  inline Quaternion inverse() const
  {
    Real mag = 1.0 / (x * x + y * y + z * z + w * w);
    return Quaternion(-x * mag, -y * mag, -z * mag, w * mag);
  }

  //! imaginary part accessor
  inline Vec3 imag()
  {
    return Vec3(x, y, z);
  }

  // imaginary part
  Real x;
  Real y;
  Real z;

  // real part
  Real w;
};

//! Multiplication operator
inline Quaternion operator*(const Quaternion &q1, const Quaternion &q2)
{
  return Quaternion(q2.w * q1.x + q2.x * q1.w + q2.y * q1.z - q2.z * q1.y,
                    q2.w * q1.y + q2.y * q1.w + q2.z * q1.x - q2.x * q1.z,
                    q2.w * q1.z + q2.z * q1.w + q2.x * q1.y - q2.y * q1.x,
                    q2.w * q1.w - q2.x * q1.x - q2.y * q1.y - q2.z * q1.z);
}

//! Multiplication operator
inline Quaternion operator*(const Quaternion &q, const Real a)
{
  return Quaternion(q.x * a, q.y * a, q.z * a, q.w * a);
}

}  // namespace Manta

#endif