#include #include #include Quaternion Quat(double r, double i, double j, double k) { return (Quaternion){r, i, j, k}; } Quaternion Quatvec(double s, Point3 v) { return (Quaternion){s, v.x, v.y, v.z}; } Quaternion addq(Quaternion a, Quaternion b) { return (Quaternion){a.r+b.r, a.i+b.i, a.j+b.j, a.k+b.k}; } Quaternion subq(Quaternion a, Quaternion b) { return (Quaternion){a.r-b.r, a.i-b.i, a.j-b.j, a.k-b.k}; } Quaternion mulq(Quaternion q, Quaternion r) { Point3 qv, rv, tmp; qv = Vec3(q.i, q.j, q.k); rv = Vec3(r.i, r.j, r.k); tmp = addpt3(addpt3(mulpt3(rv, q.r), mulpt3(qv, r.r)), crossvec3(qv, rv)); return (Quaternion){q.r*r.r - dotvec3(qv, rv), tmp.x, tmp.y, tmp.z}; } Quaternion smulq(Quaternion q, double s) { return (Quaternion){q.r*s, q.i*s, q.j*s, q.k*s}; } Quaternion sdivq(Quaternion q, double s) { return (Quaternion){q.r/s, q.i/s, q.j/s, q.k/s}; } double dotq(Quaternion q, Quaternion r) { return q.r*r.r + q.i*r.i + q.j*r.j + q.k*r.k; } Quaternion invq(Quaternion q) { double len²; len² = dotq(q, q); if(len² == 0) return (Quaternion){0, 0, 0, 0}; return (Quaternion){q.r/len², -q.i/len², -q.j/len², -q.k/len²}; } double qlen(Quaternion q) { return sqrt(q.r*q.r + q.i*q.i + q.j*q.j + q.k*q.k); } Quaternion normq(Quaternion q) { return sdivq(q, qlen(q)); } Point3 qrotate(Point3 p, Point3 axis, double angle) { Quaternion qaxis, qr; angle /= 2; qaxis = Quatvec(cos(angle), mulpt3(axis, sin(angle))); qr = mulq(mulq(qaxis, Quatvec(0, p)), invq(qaxis)); return Vec3(qr.i, qr.j, qr.k); }