#ifndef XNA_COMMON_QUATERNION_HPP #define XNA_COMMON_QUATERNION_HPP #include "vectors.hpp" namespace xna { struct Quaternion { float X{ 0 }; float Y{ 0 }; float Z{ 0 }; float W{ 0 }; constexpr Quaternion() = default; constexpr Quaternion(float X, float Y, float Z, float W) : X(X), Y(Y), Z(Z), W(W) { } constexpr bool operator==(const Quaternion& other) const { return X == other.X && Y == other.Y && Z == other.Z && W == other.W; } }; constexpr Vector2 Vector2::Transform(Vector2 const& value, Quaternion const& rotation) { const auto rx = rotation.X + rotation.X; const auto ry = rotation.Y + rotation.Y; const auto rz = rotation.Z + rotation.Z; const auto rwz = rotation.W * rz; const auto rxx = rotation.X * rx; const auto rxy = rotation.X * ry; const auto ryy = rotation.Y * ry; const auto rzz = rotation.Z * rz; const auto x = value.X * (1.0F - ryy - rzz) + value.Y * (rxy - rwz); const auto y = value.X * (rxy + rwz) + value.Y * (1.0F - rxx - rzz); return{ x,y }; } } #endif