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#pragma once

#include "mat3.hpp"
#include "mat4.hpp"

namespace mbgl {

struct Quaternion {
    union {
        vec4 m;
        struct {
            double x, y, z, w;
        };
    };

    Quaternion() : Quaternion(0.0, 0.0, 0.0, 0.0) {}
    Quaternion(double x_, double y_, double z_, double w_) : x(x_), y(y_), z(z_), w(w_) {}
    Quaternion(const vec4& vec) : m(vec) {}

    Quaternion conjugate() const;
    Quaternion normalized() const;
    Quaternion multiply(const Quaternion& o) const;
    double length() const;
    vec3 transform(const vec3& v) const;
    mat4 toRotationMatrix() const;

    static Quaternion fromAxisAngle(const vec3& axis, double angleRad);
    static Quaternion fromEulerAngles(double x, double y, double z);

    static Quaternion identity;
};

bool operator==(const Quaternion&, const Quaternion&);
bool operator!=(const Quaternion&, const Quaternion&);

} // namespace mbgl