add operator* in aiQuaterniont
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3d49d06bcc
commit
f6dd11ca1a
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@ -88,6 +88,9 @@ public:
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bool operator== (const aiQuaterniont& o) const;
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bool operator== (const aiQuaterniont& o) const;
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bool operator!= (const aiQuaterniont& o) const;
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bool operator!= (const aiQuaterniont& o) const;
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// transform vector by matrix
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aiQuaterniont& operator *= (const aiMatrix4x4t<TReal>& mat);
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bool Equal(const aiQuaterniont& o, TReal epsilon = 1e-6) const;
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bool Equal(const aiQuaterniont& o, TReal epsilon = 1e-6) const;
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public:
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public:
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@ -57,6 +57,18 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <cmath>
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#include <cmath>
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// ------------------------------------------------------------------------------------------------
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/** Transformation of a quaternion by a 4x4 matrix */
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template <typename TReal>
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AI_FORCE_INLINE
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aiQuaterniont<TReal> operator * (const aiMatrix4x4t<TReal>& pMatrix, const aiQuaterniont& pQuaternion) {
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aiQuaterniont res;
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res.x = pMatrix.a1 * pQuaternion.x + pMatrix.a2 * pQuaternion.y + pMatrix.a3 * pQuaternion.z + pMatrix.a4 * pQuaternion.w;
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res.y = pMatrix.b1 * pQuaternion.x + pMatrix.b2 * pQuaternion.y + pMatrix.b3 * pQuaternion.z + pMatrix.b4 * pQuaternion.w;
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res.z = pMatrix.c1 * pQuaternion.x + pMatrix.c2 * pQuaternion.y + pMatrix.c3 * pQuaternion.z + pMatrix.c4 * pQuaternion.w;
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res.w = pMatrix.d1 * pQuaternion.x + pMatrix.d2 * pQuaternion.y + pMatrix.d3 * pQuaternion.z + pMatrix.d4 * pQuaternion.w;
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return res;
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}
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// ---------------------------------------------------------------------------
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// ---------------------------------------------------------------------------
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template<typename TReal>
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template<typename TReal>
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bool aiQuaterniont<TReal>::operator== (const aiQuaterniont& o) const
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bool aiQuaterniont<TReal>::operator== (const aiQuaterniont& o) const
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@ -71,6 +83,14 @@ bool aiQuaterniont<TReal>::operator!= (const aiQuaterniont& o) const
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return !(*this == o);
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return !(*this == o);
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}
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}
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// ------------------------------------------------------------------------------------------------
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template <typename TReal>
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AI_FORCE_INLINE
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aiQuaterniont<TReal>& aiQuaterniont<TReal>::operator *= (const aiMatrix4x4t<TReal>& mat){
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return (*this = mat * (*this));
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}
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// ------------------------------------------------------------------------------------------------
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// ---------------------------------------------------------------------------
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// ---------------------------------------------------------------------------
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template<typename TReal>
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template<typename TReal>
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inline bool aiQuaterniont<TReal>::Equal(const aiQuaterniont& o, TReal epsilon) const {
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inline bool aiQuaterniont<TReal>::Equal(const aiQuaterniont& o, TReal epsilon) const {
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