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] |