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add optimized quaternion * quaternion product specialization for
float/SSE using code from Rohit Garg
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@@ -225,17 +225,24 @@ typedef Quaternion<float> Quaternionf;
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* double precision quaternion type */
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typedef Quaternion<double> Quaterniond;
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// Generic Quaternion * Quaternion product
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template<int Arch,typename Scalar> inline Quaternion<Scalar>
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ei_quaternion_product(const Quaternion<Scalar>& a, const Quaternion<Scalar>& b)
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{
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return Quaternion<Scalar>
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(
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a.w() * b.w() - a.x() * b.x() - a.y() * b.y() - a.z() * b.z(),
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a.w() * b.x() + a.x() * b.w() + a.y() * b.z() - a.z() * b.y(),
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a.w() * b.y() + a.y() * b.w() + a.z() * b.x() - a.x() * b.z(),
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a.w() * b.z() + a.z() * b.w() + a.x() * b.y() - a.y() * b.x()
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);
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}
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/** \returns the concatenation of two rotations as a quaternion-quaternion product */
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template <typename Scalar>
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inline Quaternion<Scalar> Quaternion<Scalar>::operator* (const Quaternion& other) const
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{
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return Quaternion
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(
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this->w() * other.w() - this->x() * other.x() - this->y() * other.y() - this->z() * other.z(),
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this->w() * other.x() + this->x() * other.w() + this->y() * other.z() - this->z() * other.y(),
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this->w() * other.y() + this->y() * other.w() + this->z() * other.x() - this->x() * other.z(),
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this->w() * other.z() + this->z() * other.w() + this->x() * other.y() - this->y() * other.x()
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);
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return ei_quaternion_product<EiArch>(*this,other);
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}
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/** \sa operator*(Quaternion) */
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