#ifndef IGL_AXIS_ANGLE_TO_QUAT_H #define IGL_AXIS_ANGLE_TO_QUAT_H #include "EPS.h" #include namespace igl { // Convert axis angle representation of a rotation to a quaternion // A Quaternion, q, is defined here as an arrays of four scalars (x,y,z,w), // such that q = x*i + y*j + z*k + w // Inputs: // axis 3d vector // angle scalar // Outputs: // quaternion template inline void axis_angle_to_quat( const Q_type *axis, const Q_type angle, Q_type *out); } // Implementation // http://www.antisphere.com/Wiki/tools:anttweakbar template inline void igl::axis_angle_to_quat( const Q_type *axis, const Q_type angle, Q_type *out) { Q_type n = axis[0]*axis[0] + axis[1]*axis[1] + axis[2]*axis[2]; if( fabs(n)>igl::EPS()) { Q_type f = 0.5*angle; out[3] = cos(f); f = sin(f)/sqrt(n); out[0] = axis[0]*f; out[1] = axis[1]*f; out[2] = axis[2]*f; } else { out[3] = 1.0; out[0] = out[1] = out[2] = 0.0; } } #endif