Squashed 'third_party/eigen/' content from commit 61d72f6

Change-Id: Iccc90fa0b55ab44037f018046d2fcffd90d9d025
git-subtree-dir: third_party/eigen
git-subtree-split: 61d72f6383cfa842868c53e30e087b0258177257
diff --git a/demos/opengl/quaternion_demo.cpp b/demos/opengl/quaternion_demo.cpp
new file mode 100644
index 0000000..0416561
--- /dev/null
+++ b/demos/opengl/quaternion_demo.cpp
@@ -0,0 +1,656 @@
+// This file is part of Eigen, a lightweight C++ template library
+// for linear algebra.
+//
+// Copyright (C) 2008 Gael Guennebaud <gael.guennebaud@inria.fr>
+//
+// This Source Code Form is subject to the terms of the Mozilla
+// Public License v. 2.0. If a copy of the MPL was not distributed
+// with this file, You can obtain one at http://mozilla.org/MPL/2.0/.
+
+#include "quaternion_demo.h"
+#include "icosphere.h"
+
+#include <Eigen/Geometry>
+#include <Eigen/QR>
+#include <Eigen/LU>
+
+#include <iostream>
+#include <QEvent>
+#include <QMouseEvent>
+#include <QInputDialog>
+#include <QGridLayout>
+#include <QButtonGroup>
+#include <QRadioButton>
+#include <QDockWidget>
+#include <QPushButton>
+#include <QGroupBox>
+
+using namespace Eigen;
+
+class FancySpheres
+{
+  public:
+    EIGEN_MAKE_ALIGNED_OPERATOR_NEW
+    
+    FancySpheres()
+    {
+      const int levels = 4;
+      const float scale = 0.33;
+      float radius = 100;
+      std::vector<int> parents;
+
+      // leval 0
+      mCenters.push_back(Vector3f::Zero());
+      parents.push_back(-1);
+      mRadii.push_back(radius);
+
+      // generate level 1 using icosphere vertices
+      radius *= 0.45;
+      {
+        float dist = mRadii[0]*0.9;
+        for (int i=0; i<12; ++i)
+        {
+          mCenters.push_back(mIcoSphere.vertices()[i] * dist);
+          mRadii.push_back(radius);
+          parents.push_back(0);
+        }
+      }
+
+      static const float angles [10] = {
+        0, 0,
+        M_PI, 0.*M_PI,
+        M_PI, 0.5*M_PI,
+        M_PI, 1.*M_PI,
+        M_PI, 1.5*M_PI
+      };
+
+      // generate other levels
+      int start = 1;
+      for (int l=1; l<levels; l++)
+      {
+        radius *= scale;
+        int end = mCenters.size();
+        for (int i=start; i<end; ++i)
+        {
+          Vector3f c = mCenters[i];
+          Vector3f ax0 = (c - mCenters[parents[i]]).normalized();
+          Vector3f ax1 = ax0.unitOrthogonal();
+          Quaternionf q;
+          q.setFromTwoVectors(Vector3f::UnitZ(), ax0);
+          Affine3f t = Translation3f(c) * q * Scaling(mRadii[i]+radius);
+          for (int j=0; j<5; ++j)
+          {
+            Vector3f newC = c + ( (AngleAxisf(angles[j*2+1], ax0)
+                                * AngleAxisf(angles[j*2+0] * (l==1 ? 0.35 : 0.5), ax1)) * ax0)
+                                * (mRadii[i] + radius*0.8);
+            mCenters.push_back(newC);
+            mRadii.push_back(radius);
+            parents.push_back(i);
+          }
+        }
+        start = end;
+      }
+    }
+
+    void draw()
+    {
+      int end = mCenters.size();
+      glEnable(GL_NORMALIZE);
+      for (int i=0; i<end; ++i)
+      {
+        Affine3f t = Translation3f(mCenters[i]) * Scaling(mRadii[i]);
+        gpu.pushMatrix(GL_MODELVIEW);
+        gpu.multMatrix(t.matrix(),GL_MODELVIEW);
+        mIcoSphere.draw(2);
+        gpu.popMatrix(GL_MODELVIEW);
+      }
+      glDisable(GL_NORMALIZE);
+    }
+  protected:
+    std::vector<Vector3f> mCenters;
+    std::vector<float> mRadii;
+    IcoSphere mIcoSphere;
+};
+
+
+// generic linear interpolation method
+template<typename T> T lerp(float t, const T& a, const T& b)
+{
+  return a*(1-t) + b*t;
+}
+
+// quaternion slerp
+template<> Quaternionf lerp(float t, const Quaternionf& a, const Quaternionf& b)
+{ return a.slerp(t,b); }
+
+// linear interpolation of a frame using the type OrientationType
+// to perform the interpolation of the orientations
+template<typename OrientationType>
+inline static Frame lerpFrame(float alpha, const Frame& a, const Frame& b)
+{
+  return Frame(lerp(alpha,a.position,b.position),
+               Quaternionf(lerp(alpha,OrientationType(a.orientation),OrientationType(b.orientation))));
+}
+
+template<typename _Scalar> class EulerAngles
+{
+public:
+  enum { Dim = 3 };
+  typedef _Scalar Scalar;
+  typedef Matrix<Scalar,3,3> Matrix3;
+  typedef Matrix<Scalar,3,1> Vector3;
+  typedef Quaternion<Scalar> QuaternionType;
+
+protected:
+
+  Vector3 m_angles;
+
+public:
+
+  EulerAngles() {}
+  inline EulerAngles(Scalar a0, Scalar a1, Scalar a2) : m_angles(a0, a1, a2) {}
+  inline EulerAngles(const QuaternionType& q) { *this = q; }
+
+  const Vector3& coeffs() const { return m_angles; }
+  Vector3& coeffs() { return m_angles; }
+
+  EulerAngles& operator=(const QuaternionType& q)
+  {
+    Matrix3 m = q.toRotationMatrix();
+    return *this = m;
+  }
+
+  EulerAngles& operator=(const Matrix3& m)
+  {
+    // mat =  cy*cz          -cy*sz           sy
+    //        cz*sx*sy+cx*sz  cx*cz-sx*sy*sz -cy*sx
+    //       -cx*cz*sy+sx*sz  cz*sx+cx*sy*sz  cx*cy
+    m_angles.coeffRef(1) = std::asin(m.coeff(0,2));
+    m_angles.coeffRef(0) = std::atan2(-m.coeff(1,2),m.coeff(2,2));
+    m_angles.coeffRef(2) = std::atan2(-m.coeff(0,1),m.coeff(0,0));
+    return *this;
+  }
+
+  Matrix3 toRotationMatrix(void) const
+  {
+    Vector3 c = m_angles.array().cos();
+    Vector3 s = m_angles.array().sin();
+    Matrix3 res;
+    res <<  c.y()*c.z(),                    -c.y()*s.z(),                   s.y(),
+            c.z()*s.x()*s.y()+c.x()*s.z(),  c.x()*c.z()-s.x()*s.y()*s.z(),  -c.y()*s.x(),
+            -c.x()*c.z()*s.y()+s.x()*s.z(), c.z()*s.x()+c.x()*s.y()*s.z(),  c.x()*c.y();
+    return res;
+  }
+
+  operator QuaternionType() { return QuaternionType(toRotationMatrix()); }
+};
+
+// Euler angles slerp
+template<> EulerAngles<float> lerp(float t, const EulerAngles<float>& a, const EulerAngles<float>& b)
+{
+  EulerAngles<float> res;
+  res.coeffs() = lerp(t, a.coeffs(), b.coeffs());
+  return res;
+}
+
+
+RenderingWidget::RenderingWidget()
+{
+  mAnimate = false;
+  mCurrentTrackingMode = TM_NO_TRACK;
+  mNavMode = NavTurnAround;
+  mLerpMode = LerpQuaternion;
+  mRotationMode = RotationStable;
+  mTrackball.setCamera(&mCamera);
+
+  // required to capture key press events
+  setFocusPolicy(Qt::ClickFocus);
+}
+
+void RenderingWidget::grabFrame(void)
+{
+    // ask user for a time
+    bool ok = false;
+    double t = 0;
+    if (!m_timeline.empty())
+      t = (--m_timeline.end())->first + 1.;
+    t = QInputDialog::getDouble(this, "Eigen's RenderingWidget", "time value: ",
+      t, 0, 1e3, 1, &ok);
+    if (ok)
+    {
+      Frame aux;
+      aux.orientation = mCamera.viewMatrix().linear();
+      aux.position = mCamera.viewMatrix().translation();
+      m_timeline[t] = aux;
+    }
+}
+
+void RenderingWidget::drawScene()
+{
+  static FancySpheres sFancySpheres;
+  float length = 50;
+  gpu.drawVector(Vector3f::Zero(), length*Vector3f::UnitX(), Color(1,0,0,1));
+  gpu.drawVector(Vector3f::Zero(), length*Vector3f::UnitY(), Color(0,1,0,1));
+  gpu.drawVector(Vector3f::Zero(), length*Vector3f::UnitZ(), Color(0,0,1,1));
+
+  // draw the fractal object
+  float sqrt3 = internal::sqrt(3.);
+  glLightfv(GL_LIGHT0, GL_AMBIENT, Vector4f(0.5,0.5,0.5,1).data());
+  glLightfv(GL_LIGHT0, GL_DIFFUSE, Vector4f(0.5,1,0.5,1).data());
+  glLightfv(GL_LIGHT0, GL_SPECULAR, Vector4f(1,1,1,1).data());
+  glLightfv(GL_LIGHT0, GL_POSITION, Vector4f(-sqrt3,-sqrt3,sqrt3,0).data());
+
+  glLightfv(GL_LIGHT1, GL_AMBIENT, Vector4f(0,0,0,1).data());
+  glLightfv(GL_LIGHT1, GL_DIFFUSE, Vector4f(1,0.5,0.5,1).data());
+  glLightfv(GL_LIGHT1, GL_SPECULAR, Vector4f(1,1,1,1).data());
+  glLightfv(GL_LIGHT1, GL_POSITION, Vector4f(-sqrt3,sqrt3,-sqrt3,0).data());
+
+  glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, Vector4f(0.7, 0.7, 0.7, 1).data());
+  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, Vector4f(0.8, 0.75, 0.6, 1).data());
+  glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, Vector4f(1, 1, 1, 1).data());
+  glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 64);
+
+  glEnable(GL_LIGHTING);
+  glEnable(GL_LIGHT0);
+  glEnable(GL_LIGHT1);
+
+  sFancySpheres.draw();
+  glVertexPointer(3, GL_FLOAT, 0, mVertices[0].data());
+  glNormalPointer(GL_FLOAT, 0, mNormals[0].data());
+  glEnableClientState(GL_VERTEX_ARRAY);
+  glEnableClientState(GL_NORMAL_ARRAY);
+  glDrawArrays(GL_TRIANGLES, 0, mVertices.size());
+  glDisableClientState(GL_VERTEX_ARRAY);
+  glDisableClientState(GL_NORMAL_ARRAY);
+
+  glDisable(GL_LIGHTING);
+}
+
+void RenderingWidget::animate()
+{
+  m_alpha += double(m_timer.interval()) * 1e-3;
+
+  TimeLine::const_iterator hi = m_timeline.upper_bound(m_alpha);
+  TimeLine::const_iterator lo = hi;
+  --lo;
+
+  Frame currentFrame;
+
+  if(hi==m_timeline.end())
+  {
+    // end
+    currentFrame = lo->second;
+    stopAnimation();
+  }
+  else if(hi==m_timeline.begin())
+  {
+    // start
+    currentFrame = hi->second;
+  }
+  else
+  {
+    float s = (m_alpha - lo->first)/(hi->first - lo->first);
+    if (mLerpMode==LerpEulerAngles)
+      currentFrame = ::lerpFrame<EulerAngles<float> >(s, lo->second, hi->second);
+    else if (mLerpMode==LerpQuaternion)
+      currentFrame = ::lerpFrame<Eigen::Quaternionf>(s, lo->second, hi->second);
+    else
+    {
+      std::cerr << "Invalid rotation interpolation mode (abort)\n";
+      exit(2);
+    }
+    currentFrame.orientation.coeffs().normalize();
+  }
+
+  currentFrame.orientation = currentFrame.orientation.inverse();
+  currentFrame.position = - (currentFrame.orientation * currentFrame.position);
+  mCamera.setFrame(currentFrame);
+
+  updateGL();
+}
+
+void RenderingWidget::keyPressEvent(QKeyEvent * e)
+{
+    switch(e->key())
+    {
+      case Qt::Key_Up:
+        mCamera.zoom(2);
+        break;
+      case Qt::Key_Down:
+        mCamera.zoom(-2);
+        break;
+      // add a frame
+      case Qt::Key_G:
+        grabFrame();
+        break;
+      // clear the time line
+      case Qt::Key_C:
+        m_timeline.clear();
+        break;
+      // move the camera to initial pos
+      case Qt::Key_R:
+        resetCamera();
+        break;
+      // start/stop the animation
+      case Qt::Key_A:
+        if (mAnimate)
+        {
+          stopAnimation();
+        }
+        else
+        {
+          m_alpha = 0;
+          connect(&m_timer, SIGNAL(timeout()), this, SLOT(animate()));
+          m_timer.start(1000/30);
+          mAnimate = true;
+        }
+        break;
+      default:
+        break;
+    }
+
+    updateGL();
+}
+
+void RenderingWidget::stopAnimation()
+{
+  disconnect(&m_timer, SIGNAL(timeout()), this, SLOT(animate()));
+  m_timer.stop();
+  mAnimate = false;
+  m_alpha = 0;
+}
+
+void RenderingWidget::mousePressEvent(QMouseEvent* e)
+{
+  mMouseCoords = Vector2i(e->pos().x(), e->pos().y());
+  bool fly = (mNavMode==NavFly) || (e->modifiers()&Qt::ControlModifier);
+  switch(e->button())
+  {
+    case Qt::LeftButton:
+      if(fly)
+      {
+        mCurrentTrackingMode = TM_LOCAL_ROTATE;
+        mTrackball.start(Trackball::Local);
+      }
+      else
+      {
+        mCurrentTrackingMode = TM_ROTATE_AROUND;
+        mTrackball.start(Trackball::Around);
+      }
+      mTrackball.track(mMouseCoords);
+      break;
+    case Qt::MidButton:
+      if(fly)
+        mCurrentTrackingMode = TM_FLY_Z;
+      else
+        mCurrentTrackingMode = TM_ZOOM;
+      break;
+    case Qt::RightButton:
+        mCurrentTrackingMode = TM_FLY_PAN;
+      break;
+    default:
+      break;
+  }
+}
+void RenderingWidget::mouseReleaseEvent(QMouseEvent*)
+{
+    mCurrentTrackingMode = TM_NO_TRACK;
+    updateGL();
+}
+
+void RenderingWidget::mouseMoveEvent(QMouseEvent* e)
+{
+    // tracking
+    if(mCurrentTrackingMode != TM_NO_TRACK)
+    {
+        float dx =   float(e->x() - mMouseCoords.x()) / float(mCamera.vpWidth());
+        float dy = - float(e->y() - mMouseCoords.y()) / float(mCamera.vpHeight());
+
+        // speedup the transformations
+        if(e->modifiers() & Qt::ShiftModifier)
+        {
+          dx *= 10.;
+          dy *= 10.;
+        }
+
+        switch(mCurrentTrackingMode)
+        {
+          case TM_ROTATE_AROUND:
+          case TM_LOCAL_ROTATE:
+            if (mRotationMode==RotationStable)
+            {
+              // use the stable trackball implementation mapping
+              // the 2D coordinates to 3D points on a sphere.
+              mTrackball.track(Vector2i(e->pos().x(), e->pos().y()));
+            }
+            else
+            {
+              // standard approach mapping the x and y displacements as rotations
+              // around the camera's X and Y axes.
+              Quaternionf q = AngleAxisf( dx*M_PI, Vector3f::UnitY())
+                            * AngleAxisf(-dy*M_PI, Vector3f::UnitX());
+              if (mCurrentTrackingMode==TM_LOCAL_ROTATE)
+                mCamera.localRotate(q);
+              else
+                mCamera.rotateAroundTarget(q);
+            }
+            break;
+          case TM_ZOOM :
+            mCamera.zoom(dy*100);
+            break;
+          case TM_FLY_Z :
+            mCamera.localTranslate(Vector3f(0, 0, -dy*200));
+            break;
+          case TM_FLY_PAN :
+            mCamera.localTranslate(Vector3f(dx*200, dy*200, 0));
+            break;
+          default:
+            break;
+        }
+
+        updateGL();
+    }
+
+    mMouseCoords = Vector2i(e->pos().x(), e->pos().y());
+}
+
+void RenderingWidget::paintGL()
+{
+  glEnable(GL_DEPTH_TEST);
+  glDisable(GL_CULL_FACE);
+  glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
+  glDisable(GL_COLOR_MATERIAL);
+  glDisable(GL_BLEND);
+  glDisable(GL_ALPHA_TEST);
+  glDisable(GL_TEXTURE_1D);
+  glDisable(GL_TEXTURE_2D);
+  glDisable(GL_TEXTURE_3D);
+
+  // Clear buffers
+  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+  mCamera.activateGL();
+
+  drawScene();
+}
+
+void RenderingWidget::initializeGL()
+{
+  glClearColor(1., 1., 1., 0.);
+  glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
+  glDepthMask(GL_TRUE);
+  glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+
+  mCamera.setPosition(Vector3f(-200, -200, -200));
+  mCamera.setTarget(Vector3f(0, 0, 0));
+  mInitFrame.orientation = mCamera.orientation().inverse();
+  mInitFrame.position = mCamera.viewMatrix().translation();
+}
+
+void RenderingWidget::resizeGL(int width, int height)
+{
+    mCamera.setViewport(width,height);
+}
+
+void RenderingWidget::setNavMode(int m)
+{
+  mNavMode = NavMode(m);
+}
+
+void RenderingWidget::setLerpMode(int m)
+{
+  mLerpMode = LerpMode(m);
+}
+
+void RenderingWidget::setRotationMode(int m)
+{
+  mRotationMode = RotationMode(m);
+}
+
+void RenderingWidget::resetCamera()
+{
+  if (mAnimate)
+    stopAnimation();
+  m_timeline.clear();
+  Frame aux0 = mCamera.frame();
+  aux0.orientation = aux0.orientation.inverse();
+  aux0.position = mCamera.viewMatrix().translation();
+  m_timeline[0] = aux0;
+
+  Vector3f currentTarget = mCamera.target();
+  mCamera.setTarget(Vector3f::Zero());
+
+  // compute the rotation duration to move the camera to the target
+  Frame aux1 = mCamera.frame();
+  aux1.orientation = aux1.orientation.inverse();
+  aux1.position = mCamera.viewMatrix().translation();
+  float duration = aux0.orientation.angularDistance(aux1.orientation) * 0.9;
+  if (duration<0.1) duration = 0.1;
+
+  // put the camera at that time step:
+  aux1 = aux0.lerp(duration/2,mInitFrame);
+  // and make it look at the target again
+  aux1.orientation = aux1.orientation.inverse();
+  aux1.position = - (aux1.orientation * aux1.position);
+  mCamera.setFrame(aux1);
+  mCamera.setTarget(Vector3f::Zero());
+
+  // add this camera keyframe
+  aux1.orientation = aux1.orientation.inverse();
+  aux1.position = mCamera.viewMatrix().translation();
+  m_timeline[duration] = aux1;
+
+  m_timeline[2] = mInitFrame;
+  m_alpha = 0;
+  animate();
+  connect(&m_timer, SIGNAL(timeout()), this, SLOT(animate()));
+  m_timer.start(1000/30);
+  mAnimate = true;
+}
+
+QWidget* RenderingWidget::createNavigationControlWidget()
+{
+  QWidget* panel = new QWidget();
+  QVBoxLayout* layout = new QVBoxLayout();
+
+  {
+    QPushButton* but = new QPushButton("reset");
+    but->setToolTip("move the camera to initial position (with animation)");
+    layout->addWidget(but);
+    connect(but, SIGNAL(clicked()), this, SLOT(resetCamera()));
+  }
+  {
+    // navigation mode
+    QGroupBox* box = new QGroupBox("navigation mode");
+    QVBoxLayout* boxLayout = new QVBoxLayout;
+    QButtonGroup* group = new QButtonGroup(panel);
+    QRadioButton* but;
+    but = new QRadioButton("turn around");
+    but->setToolTip("look around an object");
+    group->addButton(but, NavTurnAround);
+    boxLayout->addWidget(but);
+    but = new QRadioButton("fly");
+    but->setToolTip("free navigation like a spaceship\n(this mode can also be enabled pressing the \"shift\" key)");
+    group->addButton(but, NavFly);
+    boxLayout->addWidget(but);
+    group->button(mNavMode)->setChecked(true);
+    connect(group, SIGNAL(buttonClicked(int)), this, SLOT(setNavMode(int)));
+    box->setLayout(boxLayout);
+    layout->addWidget(box);
+  }
+  {
+    // track ball, rotation mode
+    QGroupBox* box = new QGroupBox("rotation mode");
+    QVBoxLayout* boxLayout = new QVBoxLayout;
+    QButtonGroup* group = new QButtonGroup(panel);
+    QRadioButton* but;
+    but = new QRadioButton("stable trackball");
+    group->addButton(but, RotationStable);
+    boxLayout->addWidget(but);
+    but->setToolTip("use the stable trackball implementation mapping\nthe 2D coordinates to 3D points on a sphere");
+    but = new QRadioButton("standard rotation");
+    group->addButton(but, RotationStandard);
+    boxLayout->addWidget(but);
+    but->setToolTip("standard approach mapping the x and y displacements\nas rotations around the camera's X and Y axes");
+    group->button(mRotationMode)->setChecked(true);
+    connect(group, SIGNAL(buttonClicked(int)), this, SLOT(setRotationMode(int)));
+    box->setLayout(boxLayout);
+    layout->addWidget(box);
+  }
+  {
+    // interpolation mode
+    QGroupBox* box = new QGroupBox("spherical interpolation");
+    QVBoxLayout* boxLayout = new QVBoxLayout;
+    QButtonGroup* group = new QButtonGroup(panel);
+    QRadioButton* but;
+    but = new QRadioButton("quaternion slerp");
+    group->addButton(but, LerpQuaternion);
+    boxLayout->addWidget(but);
+    but->setToolTip("use quaternion spherical interpolation\nto interpolate orientations");
+    but = new QRadioButton("euler angles");
+    group->addButton(but, LerpEulerAngles);
+    boxLayout->addWidget(but);
+    but->setToolTip("use Euler angles to interpolate orientations");
+    group->button(mNavMode)->setChecked(true);
+    connect(group, SIGNAL(buttonClicked(int)), this, SLOT(setLerpMode(int)));
+    box->setLayout(boxLayout);
+    layout->addWidget(box);
+  }
+  layout->addItem(new QSpacerItem(0,0,QSizePolicy::Minimum,QSizePolicy::Expanding));
+  panel->setLayout(layout);
+  return panel;
+}
+
+QuaternionDemo::QuaternionDemo()
+{
+  mRenderingWidget = new RenderingWidget();
+  setCentralWidget(mRenderingWidget);
+
+  QDockWidget* panel = new QDockWidget("navigation", this);
+  panel->setAllowedAreas((QFlags<Qt::DockWidgetArea>)(Qt::RightDockWidgetArea | Qt::LeftDockWidgetArea));
+  addDockWidget(Qt::RightDockWidgetArea, panel);
+  panel->setWidget(mRenderingWidget->createNavigationControlWidget());
+}
+
+int main(int argc, char *argv[])
+{
+  std::cout << "Navigation:\n";
+  std::cout << "  left button:           rotate around the target\n";
+  std::cout << "  middle button:         zoom\n";
+  std::cout << "  left button + ctrl     quake rotate (rotate around camera position)\n";
+  std::cout << "  middle button + ctrl   walk (progress along camera's z direction)\n";
+  std::cout << "  left button:           pan (translate in the XY camera's plane)\n\n";
+  std::cout << "R : move the camera to initial position\n";
+  std::cout << "A : start/stop animation\n";
+  std::cout << "C : clear the animation\n";
+  std::cout << "G : add a key frame\n";
+
+  QApplication app(argc, argv);
+  QuaternionDemo demo;
+  demo.resize(600,500);
+  demo.show();
+  return app.exec();
+}
+
+#include "quaternion_demo.moc"
+