Made a runable code from sje397's post for testing other details later, thought I would share. Eventually using C the reason for no Quaternion class.
#include <iostream>
#include <math.h>
using namespace std;
struct float4{
float x;
float y;
float z;
float w;
};
float4 make_float4(float x, float y, float z, float w){
float4 quat = {x,y,z,w};
return quat;
}
float dot(float4 a)
{
return (((a.x * a.x) + (a.y * a.y)) + (a.z * a.z)) + (a.w * a.w);
}
float4 normalize(float4 q)
{
float num = dot(q);
float inv = 1.0f / (sqrtf(num));
return make_float4(q.x * inv, q.y * inv, q.z * inv, q.w * inv);
}
float4 create_from_axis_angle(const float &xx, const float &yy, const float &zz, const float &a)
{
// Here we calculate the sin( theta / 2) once for optimization
float factor = sinf( a / 2.0f );
float4 quat;
// Calculate the x, y and z of the quaternion
quat.x = xx * factor;
quat.y = yy * factor;
quat.z = zz * factor;
// Calcualte the w value by cos( theta / 2 )
quat.w = cosf( a / 2.0f );
return normalize(quat);
}
int main()
{
float degrees = 10.0f;
float4 quat = create_from_axis_angle(1, 0, 0, degrees*(3.14159f/180.0f));
cout << "> (" << quat.x << ", " <<quat.y << ", " <<quat.z << ", " <<quat.w << ")" << endl;
return 0;
}
Output
(0.0871557, 0, 0, 0.996195)