angle() const | Quaternion | |
axis() const | Quaternion | |
domElement(const QString &name, QDomDocument &doc) const | Quaternion | |
dot(const Quaternion &a, const Quaternion &b) | Quaternion | [inline, static] |
exp() | Quaternion | |
getAxisAngle(Vec &axis, float &angle) const | Quaternion | |
getInverseMatrix(GLdouble m[4][4]) const | Quaternion | |
getInverseMatrix(GLdouble m[16]) const | Quaternion | |
getInverseRotationMatrix(float m[3][3]) const | Quaternion | |
getMatrix(GLdouble m[4][4]) const | Quaternion | |
getMatrix(GLdouble m[16]) const | Quaternion | |
getRotationMatrix(float m[3][3]) const | Quaternion | |
initFromDOMElement(const QDomElement &de) | Quaternion | |
inverse() const | Quaternion | [inline] |
inverseMatrix() const | Quaternion | |
inverseRotate(const Vec &v) const | Quaternion | |
invert() | Quaternion | [inline] |
lnDif(const Quaternion &a, const Quaternion &b) | Quaternion | [static] |
log() | Quaternion | |
matrix() const | Quaternion | |
negate() | Quaternion | [inline] |
normalize() | Quaternion | [inline] |
operator *(const Quaternion &a, const Quaternion &b) | Quaternion | [friend] |
operator *(const Quaternion &a, const Vec &b) | Quaternion | [friend] |
operator *=(const Quaternion &q) | Quaternion | [inline] |
operator=(const Quaternion &Q) | Quaternion | [inline] |
operator[](int i) const | Quaternion | [inline] |
operator[](int i) | Quaternion | [inline] |
Quaternion() | Quaternion | [inline, explicit] |
Quaternion(const Vec &axis, const double angle) | Quaternion | [inline, explicit] |
Quaternion(const Vec &v, const double sin_ha, const double cos_ha) | Quaternion | [inline, explicit] |
Quaternion(const double q0, const double q1, const double q2, const double q3) | Quaternion | [inline, explicit] |
Quaternion(const Vec &from, const Vec &to) | Quaternion | [explicit] |
Quaternion(const Quaternion &Q) | Quaternion | [inline] |
randomOrientation() | Quaternion | [static] |
rotate(const Vec &v) const | Quaternion | |
setAxisAngle(const Vec &v, const double angle) | Quaternion | [inline] |
setFromRotatedBase(const Vec &X, const Vec &Y, const Vec &Z) | Quaternion | |
setFromRotationMatrix(const float m[3][3]) | Quaternion | |
setValue(const double q0, const double q1, const double q2, const double q3) | Quaternion | [inline] |
slerp(const Quaternion &a, const Quaternion &b, float t, bool allowFlip=true) | Quaternion | [static] |
squad(const Quaternion &a, const Quaternion &tgA, const Quaternion &tgB, const Quaternion &b, float t) | Quaternion | [static] |
squadTangent(const Quaternion &a, const Quaternion &b, const Quaternion &c) | Quaternion | [static] |