| 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] |