| approxQUAT_Zero() const | Quat | [inline] |
| conjugate() | Quat | [inline] |
| conjugate() const | Quat | [inline] |
| CreateFromMatrix(const float *matrix, int n_cols) | Quat | |
| getAngle() const | Quat | [inline] |
| getAxis() const | Quat | [inline] |
| Init(const Real *v) | Quat | [inline] |
| inverse() const | Quat | [inline] |
| invert() | Quat | [inline] |
| length() const | Quat | [inline] |
| length2() const | Quat | [inline] |
| normalize() | Quat | [inline] |
| normalized() const | Quat | [inline] |
| operator *=(const Quat &q) | Quat | [inline] |
| operator *=(Real s) | Quat | [inline] |
| operator+=(const Quat &q) | Quat | [inline] |
| operator-=(const Quat &q) | Quat | [inline] |
| operator/=(Real s) | Quat | [inline] |
| operator[](int i) const | Quat | [inline] |
| Quat() | Quat | [inline] |
| Quat(const Real v[4]) | Quat | [inline] |
| Quat(Real x, Real y, Real z, Real w) | Quat | [inline] |
| Quat(const V3D &axis, Real angle) | Quat | [inline] |
| Quat(Real yaw, Real pitch, Real roll) | Quat | [inline] |
| setEuler(Real yaw, Real pitch, Real roll) | Quat | [inline] |
| setRotation(const V3D &axis, Real angle) | Quat | [inline] |
| setValue(Real x, Real y, Real z, Real w) | Quat | [inline] |
| Slerp(const Quat &q1, const Quat &q2, float t) | Quat | |
| ToArray(Real *v) const | Quat | [inline] |
| ToM3D(M3D *m) const | Quat | [inline] |
| vec | Quat | [private] |