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#ifndef MATH_QUATERNION_HPP | 
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#define MATH_QUATERNION_HPP | 
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 | 
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#include "math/Vector.hpp" | 
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#include "math/SquareMatrix.hpp" | 
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 | 
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namespace oopse{ | 
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 | 
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    /** | 
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     * @class Quaternion Quaternion.hpp "math/Quaternion.hpp" | 
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     * @brief | 
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     * Quaternion is a sort of a higher-level complex number. | 
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     * It is defined as Q = w + x*i + y*j + z*k, | 
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     * where w, x, y, and z are numbers of type T (e.g. double), and | 
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     * i*i = -1; j*j = -1; k*k = -1; | 
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     * i*j = k; j*k = i; k*i = j; | 
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     */ | 
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    template<typename Real> | 
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    class Quaternion : public Vector<Real, 4> { | 
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        public: | 
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            Quaternion() : Vector<Real, 4>() {} | 
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 | 
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    }; | 
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            /** Constructs and initializes a Quaternion from w, x, y, z values */      | 
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            Quaternion(Real w, Real x, Real y, Real z) { | 
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                data_[0] = w; | 
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                data_[1] = x; | 
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                data_[2] = y; | 
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                data_[3] = z;                 | 
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            } | 
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             | 
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            /** Constructs and initializes a Quaternion from a  Vector<Real,4> */      | 
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            Quaternion(const Vector<Real,4>& v)  | 
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                : Vector<Real, 4>(v){ | 
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            } | 
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 | 
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            /** copy assignment */ | 
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            Quaternion& operator =(const Vector<Real, 4>& v){ | 
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                if (this == & v) | 
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                    return *this; | 
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 | 
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                Vector<Real, 4>::operator=(v); | 
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                return *this; | 
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            } | 
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 | 
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            /** | 
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             * Returns the value of the first element of this quaternion. | 
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             * @return the value of the first element of this quaternion | 
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             */ | 
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            Real w() const { | 
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                return data_[0]; | 
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            } | 
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 | 
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            /** | 
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             * Returns the reference of the first element of this quaternion. | 
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             * @return the reference of the first element of this quaternion | 
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             */ | 
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            Real& w() { | 
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                return data_[0];     | 
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            } | 
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 | 
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            /** | 
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             * Returns the value of the first element of this quaternion. | 
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             * @return the value of the first element of this quaternion | 
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             */ | 
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            Real x() const { | 
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                return data_[1]; | 
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            } | 
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 | 
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            /** | 
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             * Returns the reference of the second element of this quaternion. | 
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             * @return the reference of the second element of this quaternion | 
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             */ | 
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            Real& x() { | 
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                return data_[1];     | 
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            } | 
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 | 
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            /** | 
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             * Returns the value of the thirf element of this quaternion. | 
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             * @return the value of the third element of this quaternion | 
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             */ | 
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            Real y() const { | 
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                return data_[2]; | 
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            } | 
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 | 
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            /** | 
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             * Returns the reference of the third element of this quaternion. | 
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             * @return the reference of the third element of this quaternion | 
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             */            | 
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            Real& y() { | 
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                return data_[2];     | 
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            } | 
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 | 
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            /** | 
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             * Returns the value of the fourth element of this quaternion. | 
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             * @return the value of the fourth element of this quaternion | 
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             */ | 
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            Real z() const { | 
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                return data_[3]; | 
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            } | 
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            /** | 
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             * Returns the reference of the fourth element of this quaternion. | 
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             * @return the reference of the fourth element of this quaternion | 
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             */ | 
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            Real& z() { | 
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                return data_[3];     | 
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            } | 
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 | 
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            /** | 
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             * Tests if this quaternion is equal to other quaternion | 
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             * @return true if equal, otherwise return false | 
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             * @param q quaternion to be compared | 
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             */ | 
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             inline bool operator ==(const Quaternion<Real>& q) { | 
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 | 
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                for (unsigned int i = 0; i < 4; i ++) { | 
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                    if (!equal(data_[i], q[i])) { | 
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                        return false; | 
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                    } | 
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                } | 
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                return true; | 
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            } | 
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             | 
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            /** | 
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             * Returns the inverse of this quaternion | 
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             * @return inverse | 
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             * @note since quaternion is a complex number, the inverse of quaternion | 
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             * q = w + xi + yj+ zk is inv_q = (w -xi - yj - zk)/(|q|^2) | 
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             */ | 
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            Quaternion<Real> inverse() { | 
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                Quaternion<Real> q; | 
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                Real d = this->lengthSquare(); | 
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                q.w() = w() / d; | 
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                q.x() = -x() / d; | 
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                q.y() = -y() / d; | 
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                q.z() = -z() / d; | 
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                return q; | 
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            } | 
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 | 
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            /** | 
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             * Sets the value to the multiplication of itself and another quaternion | 
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             * @param q the other quaternion | 
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             */ | 
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            void mul(const Quaternion<Real>& q) { | 
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                Quaternion<Real> tmp(*this); | 
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                data_[0] = (tmp[0]*q[0]) -(tmp[1]*q[1]) - (tmp[2]*q[2]) - (tmp[3]*q[3]); | 
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                data_[1] = (tmp[0]*q[1]) + (tmp[1]*q[0]) + (tmp[2]*q[3]) - (tmp[3]*q[2]); | 
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                data_[2] = (tmp[0]*q[2]) + (tmp[2]*q[0]) + (tmp[3]*q[1]) - (tmp[1]*q[3]); | 
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                data_[3] = (tmp[0]*q[3]) + (tmp[3]*q[0]) + (tmp[1]*q[2]) - (tmp[2]*q[1]);                 | 
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            } | 
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 | 
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            void mul(const Real& s) { | 
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                data_[0] *= s; | 
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                data_[1] *= s; | 
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                data_[2] *= s; | 
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                data_[3] *= s; | 
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            } | 
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 | 
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            /** Set the value of this quaternion to the division of itself by another quaternion */ | 
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            void div(Quaternion<Real>& q) { | 
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                mul(q.inverse()); | 
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            } | 
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            void div(const Real& s) { | 
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                data_[0] /= s; | 
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                data_[1] /= s; | 
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                data_[2] /= s; | 
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                data_[3] /= s; | 
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            } | 
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             | 
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            Quaternion<Real>& operator *=(const Quaternion<Real>& q) { | 
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                mul(q); | 
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                return *this; | 
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            } | 
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 | 
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            Quaternion<Real>& operator *=(const Real& s) { | 
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                mul(s); | 
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                return *this; | 
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            } | 
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             | 
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            Quaternion<Real>& operator /=(Quaternion<Real>& q) {                 | 
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                *this *= q.inverse(); | 
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                return *this; | 
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            } | 
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 | 
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            Quaternion<Real>& operator /=(const Real& s) { | 
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                div(s); | 
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                return *this; | 
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            }             | 
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            /** | 
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             * Returns the conjugate quaternion of this quaternion | 
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             * @return the conjugate quaternion of this quaternion | 
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             */ | 
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            Quaternion<Real> conjugate() { | 
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                return Quaternion<Real>(w(), -x(), -y(), -z());             | 
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            } | 
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 | 
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            /** | 
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             * Returns the corresponding rotation matrix (3x3) | 
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             * @return a 3x3 rotation matrix | 
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             */ | 
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            SquareMatrix<Real, 3> toRotationMatrix3() { | 
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                SquareMatrix<Real, 3> rotMat3; | 
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 | 
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                Real w2; | 
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                Real x2; | 
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                Real y2; | 
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                Real z2; | 
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 | 
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                if (!isNormalized()) | 
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                    normalize(); | 
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                 | 
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                w2 = w() * w(); | 
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                x2 = x() * x(); | 
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                y2 = y() * y(); | 
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                z2 = z() * z(); | 
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 | 
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                rotMat3(0, 0) = w2 + x2 - y2 - z2; | 
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                rotMat3(0, 1) = 2.0 * ( x() * y() + w() * z() ); | 
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                rotMat3(0, 2) = 2.0 * ( x() * z() - w() * y() ); | 
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 | 
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                rotMat3(1, 0) = 2.0 * ( x() * y() - w() * z() ); | 
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                rotMat3(1, 1) = w2 - x2 + y2 - z2; | 
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                rotMat3(1, 2) = 2.0 * ( y() * z() + w() * x() ); | 
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                rotMat3(2, 0) = 2.0 * ( x() * z() + w() * y() ); | 
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                rotMat3(2, 1) = 2.0 * ( y() * z() - w() * x() ); | 
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                rotMat3(2, 2) = w2 - x2 -y2 +z2; | 
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                return rotMat3; | 
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            } | 
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 | 
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    };//end Quaternion | 
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 | 
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 | 
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    /** | 
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     * Returns the vaule of scalar multiplication of this quaterion q (q * s).  | 
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     * @return  the vaule of scalar multiplication of this vector | 
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     * @param q the source quaternion | 
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     * @param s the scalar value | 
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     */ | 
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    template<typename Real, unsigned int Dim>                  | 
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    Quaternion<Real> operator * ( const Quaternion<Real>& q, Real s) {        | 
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        Quaternion<Real> result(q); | 
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        result.mul(s); | 
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        return result;            | 
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    } | 
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     | 
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    /** | 
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     * Returns the vaule of scalar multiplication of this quaterion q (q * s).  | 
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     * @return  the vaule of scalar multiplication of this vector | 
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     * @param s the scalar value | 
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     * @param q the source quaternion | 
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     */   | 
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    template<typename Real, unsigned int Dim> | 
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    Quaternion<Real> operator * ( const Real& s, const Quaternion<Real>& q ) { | 
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        Quaternion<Real> result(q); | 
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        result.mul(s); | 
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        return result;            | 
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    }     | 
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 | 
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    /** | 
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     * Returns the multiplication of two quaternion | 
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     * @return the multiplication of two quaternion | 
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     * @param q1 the first quaternion | 
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     * @param q2 the second quaternion | 
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     */ | 
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    template<typename Real> | 
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    inline Quaternion<Real> operator *(const Quaternion<Real>& q1, const Quaternion<Real>& q2) { | 
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        Quaternion<Real> result(q1); | 
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        result *= q2; | 
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        return result; | 
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    } | 
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 | 
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    /** | 
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     * Returns the division of two quaternion | 
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     * @param q1 divisor | 
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     * @param q2 dividen | 
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     */ | 
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 | 
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    template<typename Real> | 
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    inline Quaternion<Real> operator /( Quaternion<Real>& q1,  Quaternion<Real>& q2) { | 
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        return q1 * q2.inverse(); | 
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    } | 
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 | 
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    /** | 
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     * Returns the value of the division of a scalar by a quaternion | 
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     * @return the value of the division of a scalar by a quaternion | 
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     * @param s scalar | 
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     * @param q quaternion | 
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     * @note for a quaternion q, 1/q = q.inverse() | 
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     */ | 
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    template<typename Real> | 
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    Quaternion<Real> operator /(const Real& s,  Quaternion<Real>& q) { | 
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 | 
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        Quaternion<Real> x; | 
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        x = q.inverse(); | 
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        x *= s; | 
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        return x; | 
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    } | 
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     | 
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    template <class T> | 
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    inline bool operator==(const Quaternion<T>& lhs, const Quaternion<T>& rhs) { | 
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        return equal(lhs[0] ,rhs[0]) && equal(lhs[1] , rhs[1]) && equal(lhs[2], rhs[2]) && equal(lhs[3], rhs[3]); | 
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    } | 
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     | 
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    typedef Quaternion<double> Quat4d; | 
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} | 
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#endif //MATH_QUATERNION_HPP  |