#ifndef IGL_ROTATE_BY_QUAT_H #define IGL_ROTATE_BY_QUAT_H #include "igl_inline.h" namespace igl { // Compute rotation of a given vector/point by 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: // v input 3d point/vector // q input quaternion // Outputs: // out result of rotation, allowed to be same as v template IGL_INLINE void rotate_by_quat( const Q_type *v, const Q_type *q, Q_type *out); }; #ifdef IGL_HEADER_ONLY # include "rotate_by_quat.cpp" #endif #endif