using System.Numerics;
namespace Demo
{
///
///
/// Represents a rigid transformation from one coordinate system to another. NOTE: By default, unless otherwise
/// stated, the Pose of an object transforms its local space to the ambient world space.
///
///
/// Given two Poses p1 and p2 which transform from space A to B and from B to C respectively,
/// the pose p2 * p1 transforms from A to C, and p1 * v transforms a vector v from space A to
/// B. A Pose has a rotation and a translation. The rotation is always applied first, followed by the
/// translation.
///
///
/// The rotation of this pose.
/// The translation of this pose.
public struct Pose(Quaternion rotation, Vector3 translation)
{
public Vector3 Translation { readonly get; set; } = translation;
public Quaternion Rotation { readonly get; set; } = rotation;
public static Pose Identity => new(Quaternion.Identity, Vector3.Zero);
public Pose(Vector3 translation) : this(Quaternion.Identity, translation) { }
public Pose(Quaternion rotation) : this(rotation, Vector3.Zero) { }
public static Vector3 operator *(Pose p, Vector3 v) => Vector3.Transform(v, p.Rotation) + p.Translation;
public static Pose operator *(Pose a, Pose b) => new(a.Rotation * b.Rotation, a * b.Translation);
public readonly Pose Inverse
{
get
{
var rotInv = Quaternion.Conjugate(Rotation);
return new(rotInv, -Vector3.Transform(Translation, rotInv));
}
}
}
}