// Copyright (c) Wojciech Figat. All rights reserved. #ifndef __QUATERNION__ #define __QUATERNION__ float4 QuaternionMultiply(float4 q1, float4 q2) { return float4(q2.xyz * q1.w + q1.xyz * q2.w + cross(q1.xyz, q2.xyz), q1.w * q2.w - dot(q1.xyz, q2.xyz)); } float3 QuaternionRotate(float4 q, float3 v) { float3 b = q.xyz; float b2 = dot(b, b); return (v * (q.w * q.w - b2) + b * (dot(v, b) * 2.f) + cross(b, v) * (q.w * 2.f)); } float4 QuaternionFromAxisAngle(float3 axis, float angle) { return float4(axis * sin(angle * 0.5f), cos(angle * 0.5f)); } #endif