#include "ref.h" void ref_quaternion2rotation_f32(const float32_t *pInputQuaternions, float32_t *pOutputRotations, uint32_t nbQuaternions) { for(uint32_t nb=0; nb < nbQuaternions; nb++) { float32_t q00 = SQ(pInputQuaternions[0 + nb * 4]); float32_t q11 = SQ(pInputQuaternions[1 + nb * 4]); float32_t q22 = SQ(pInputQuaternions[2 + nb * 4]); float32_t q33 = SQ(pInputQuaternions[3 + nb * 4]); float32_t q01 = pInputQuaternions[0 + nb * 4]*pInputQuaternions[1 + nb * 4]; float32_t q02 = pInputQuaternions[0 + nb * 4]*pInputQuaternions[2 + nb * 4]; float32_t q03 = pInputQuaternions[0 + nb * 4]*pInputQuaternions[3 + nb * 4]; float32_t q12 = pInputQuaternions[1 + nb * 4]*pInputQuaternions[2 + nb * 4]; float32_t q13 = pInputQuaternions[1 + nb * 4]*pInputQuaternions[3 + nb * 4]; float32_t q23 = pInputQuaternions[2 + nb * 4]*pInputQuaternions[3 + nb * 4]; float32_t xx = q00 + q11 - q22 - q33; float32_t yy = q00 - q11 + q22 - q33; float32_t zz = q00 - q11 - q22 + q33; float32_t xy = 2*(q12 - q03); float32_t xz = 2*(q13 + q02); float32_t yx = 2*(q12 + q03); float32_t yz = 2*(q23 - q01); float32_t zx = 2*(q13 - q02); float32_t zy = 2*(q23 + q01); pOutputRotations[0 + nb * 9] = xx; pOutputRotations[1 + nb * 9] = xy; pOutputRotations[2 + nb * 9] = xz; pOutputRotations[3 + nb * 9] = yx; pOutputRotations[4 + nb * 9] = yy; pOutputRotations[5 + nb * 9] = yz; pOutputRotations[6 + nb * 9] = zx; pOutputRotations[7 + nb * 9] = zy; pOutputRotations[8 + nb * 9] = zz; } }