Ray Quaternion::applyRotation(const Ray& ray) const { Quaternion origin = (*this) * Quaternion(ray.m_Origin) * (conjugate()); Quaternion dir = (*this) * Quaternion(ray.m_Dir) * (conjugate()); return Ray(Vector(origin[1], origin[2], origin[3], ray.m_Origin[3]), Vector(dir[1], dir[2], dir[3], ray.m_Dir[3])); }
Quaternion Quaternion::rotation(float angle, const Vector& axis) { float len = (float)sqrt(axis[0]*axis[0]+axis[1]*axis[1]+axis[2]*axis[2]); if(len!=0.0) { len = (float)(sin(angle/2.0f)/len); return Quaternion((float) cos(angle/2.0f), axis[0]*len, axis[1]*len, axis[2]*len); } else { return Quaternion(); } }
Quaternion Quaternion::rotation(float angle, float x, float y, float z) { float len = (float)sqrt(x*x+y*y+z*z); if(len!=0.0) { len = (float)(sin(angle/2.0f)/len); return Quaternion((float) cos(angle/2.0f), x*len, y*len, z*len); } else { return Quaternion(); } }
Quaternion Quaternion::operator*(const Quaternion& quat) const { return Quaternion( p[0]*quat[0] - p[1]*quat[1] - p[2]*quat[2] - p[3]*quat[3], p[0]*quat[1] + p[1]*quat[0] + p[2]*quat[3] - p[3]*quat[2], p[0]*quat[2] - p[1]*quat[3] + p[2]*quat[0] + p[3]*quat[1], p[0]*quat[3] + p[1]*quat[2] - p[2]*quat[1] + p[3]*quat[0] ); }
Quaternion Quaternion::power(double scalar) { float Dest[4]; double theta; if(p[0]>=0.9999f) { theta = 0; } else if(p[0]<=-0.9999f) { theta = 2.0*3.1415926535897932384626433832795; } else { theta = acos(p[0]); } double u[3]; double scale = p[1]*p[1]+p[2]*p[2]+p[3]*p[3]; scale = sqrt(scale); if(p[1]==0.0f && p[2]==0.0f && p[3]==0.0f) { u[0] = 0.0; u[1] = 0.0; u[2] = 0.0; } else { u[0] = p[1]/scale; u[1] = p[2]/scale; u[2] = p[3]/scale; } Dest[0] = (float)cos(scalar*theta); Dest[1] = (float)(u[0] * sin(scalar*theta)); Dest[2] = (float)(u[1] * sin(scalar*theta)); Dest[3] = (float)(u[2] * sin(scalar*theta)); return Quaternion(Dest[0], Dest[1], Dest[2], Dest[3]); }
Vector Quaternion::applyRotation(const Vector& vec) const { Quaternion result = (*this) * Quaternion(vec) * (conjugate()); return Vector(result[1], result[2], result[3], vec[3]); }
Quaternion Quaternion::conjugate() const { return Quaternion(p[0], -p[1], -p[2], -p[3]); }
Quaternion Quaternion::operator/(float scalar) const { return Quaternion(p[0]/scalar, p[1]/scalar, p[2]/scalar, p[3]/scalar); }
Quaternion Quaternion::operator*(float scalar) const { return Quaternion(p[0]*scalar, p[1]*scalar, p[2]*scalar, p[3]*scalar); }