add some quaternion operations
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@ -19,13 +19,19 @@ import org.ejml.sparse.csc.factory.DecompositionFactory_DSCC
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import org.ejml.sparse.csc.factory.DecompositionFactory_FSCC
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import org.ejml.sparse.csc.factory.LinearSolverFactory_DSCC
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import org.ejml.sparse.csc.factory.LinearSolverFactory_FSCC
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import space.kscience.kmath.UnstableKMathAPI
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import space.kscience.kmath.linear.*
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import space.kscience.kmath.linear.Matrix
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import space.kscience.kmath.UnstableKMathAPI
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import space.kscience.kmath.nd.StructureFeature
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import space.kscience.kmath.operations.Float32Field
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import space.kscience.kmath.structures.Float64
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import space.kscience.kmath.structures.Float32
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import space.kscience.kmath.operations.Float64Field
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import space.kscience.kmath.operations.Float32Field
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import space.kscience.kmath.operations.DoubleField
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import space.kscience.kmath.operations.FloatField
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import space.kscience.kmath.operations.invoke
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import space.kscience.kmath.structures.Float64Buffer
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import space.kscience.kmath.structures.Float32Buffer
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import space.kscience.kmath.structures.DoubleBuffer
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import space.kscience.kmath.structures.FloatBuffer
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import kotlin.reflect.KClass
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@ -28,22 +28,27 @@ public fun Quaternion.power(number: Number): Quaternion = QuaternionAlgebra.powe
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public fun QuaternionAlgebra.slerp(from: Quaternion, to: Quaternion, fraction: Double): Quaternion =
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(to / from).pow(fraction) * from
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/**
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* Scalar angle between two quaternions
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*/
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public fun QuaternionAlgebra.angleBetween(q1: Quaternion, q2: Quaternion): Angle = (q1.conjugate * q2).theta
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public val Quaternion.inclination: Radians get() = asin(2 * (w * y - x * z)).radians
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public val Quaternion.azimuth: Angle get() = atan2(2 * (w * z + x * y), 1 - 2 * (y.pow(2) + z.pow(2))).radians.normalized()
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/**
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* Euclidean product of two quaternions
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*/
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public infix fun Quaternion.dot(other: Quaternion): Double = w * other.w + x * other.x + y * other.y + z * other.z
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private fun Quaternion.normalizedToEuler(): Float32Vector3D {
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val roll = atan2(2 * y * w + 2 * x * z, 1 - 2 * y * y - 2 * z * z);
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val pitch = atan2(2 * x * w - 2 * y * z, 1 - 2 * x * x - 2 * z * z);
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val yaw = asin(2 * x * y + 2 * z * w);
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return Float32Vector3D(roll, pitch, yaw)
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}
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//
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///**
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// * Convert a quaternion to XYZ Cardan angles assuming it is normalized.
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// */
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//private fun Quaternion.normalizedToEuler(): Float32Vector3D {
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// val roll = atan2(2 * y * w + 2 * x * z, 1 - 2 * y * y - 2 * z * z)
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// val pitch = atan2(2 * x * w - 2 * y * z, 1 - 2 * x * x - 2 * z * z)
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// val yaw = asin(2 * x * y + 2 * z * w)
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//
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// return Float32Vector3D(roll, pitch, yaw)
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//}
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/**
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* Quaternion to XYZ Cardan angles
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