HGamer3D-Data-0.1.4: HGamer3D/Data/Quaternion.hs
-- This source file is part of HGamer3D
-- (A project to enable 3D game development in Haskell)
-- For the latest info, see http://www.althainz.de/HGamer3D.html
--
-- Copyright 2011 Dr. Peter Althainz
--
-- Licensed under the Apache License, Version 2.0 (the "License");
-- you may not use this file except in compliance with the License.
-- You may obtain a copy of the License at
--
-- http://www.apache.org/licenses/LICENSE-2.0
--
-- Unless required by applicable law or agreed to in writing, software
-- distributed under the License is distributed on an "AS IS" BASIS,
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-- See the License for the specific language governing permissions and
-- limitations under the License.
-- Quaternion.hs
module HGamer3D.Data.Quaternion
(
-- export Quaternion Type again
Quaternion (Quaternion, qW, qV),
quaternion,
mulQ,
conjQ,
normQ,
normalizeQ,
dotQ,
rotateVQ,
fromRotationQ
-- export all functions
)
where
import HGamer3D.Data.Vector3
import HGamer3D.Data.Vector4 (Vector4, vector4)
data Quaternion = Quaternion {
qW :: Float,
qV :: Vector3
} deriving (Eq, Show)
quaternion w x y z = Quaternion w (vector3 x y z)
mulQ :: Quaternion -> Quaternion -> Quaternion
mulQ q1 q2 = Quaternion ((w1 * w2) - (v1 `dotV3` v2)) ( (scaleV3 w1 v2) + (scaleV3 w2 v1) + (v1 `crossV3` v2) ) where
w1 = qW q1
w2 = qW q2
v1 = qV q1
v2 = qV q2
conjQ :: Quaternion -> Quaternion
conjQ q = Quaternion (qW q) (scaleV3 (-1.0) (qV q))
normQ :: Quaternion -> Float
normQ q = sqrt $ dotQ q (conjQ q)
normalizeQ :: Quaternion -> Quaternion
normalizeQ q = Quaternion ( (qW q) / n ) ( (scaleV3 (1/n)) (qV q) ) where
n = normQ q
dotQ :: Quaternion -> Quaternion -> Float
dotQ q1 q2 = (w1 * w2) + (v1 `dotV3` v2) where
w1 = qW q1
w2 = qW q2
v1 = qV q1
v2 = qV q2
fromRotationQ :: Float -> Vector3 -> Quaternion
fromRotationQ a v = Quaternion (cos h) (scaleV3 s v) where
h = a/2.0
s = sin h
rotateVQ :: Vector3 -> Quaternion -> Vector3
rotateVQ v q = qV (mulQ q (mulQ v' q')) where
v' = Quaternion 0.0 v
q' = conjQ q
toVector4 :: Quaternion -> Vector4
toVector4 q = vector4 (v3X v) (v3Y v) (v3Z v) w where
v = qV q
w = qW q