#include <nemath.h>
Collaboration diagram for Quaternion:
Public Member Functions | |
Quaternion () | |
Quaternion (float fX, float fY, float fZ, float fW) | |
Quaternion (const Matrix &rkMatrix) | |
Quaternion (const AxisAngle &rkAxisAngle) | |
Quaternion (const EulerAngles &rkAngles) | |
Quaternion & | Reset () |
Quaternion & | Set (float fX, float fY, float fZ, float fW) |
Quaternion & | Normalize () |
Matrix & | ToMatrix (Matrix *pkMatrix) const |
AxisAngle | ToAxisAngle () const |
EulerAngles | ToEulerAngles (unsigned int uiOrder=EulerAngles::XYZs) const |
Quaternion & | Inverse () |
Quaternion & | Slerp (float fT, const Quaternion &rkDest, bool bActuteAngle=false) |
Quaternion & | operator= (const Matrix &rkMatrix) |
Quaternion & | operator= (const AxisAngle &rkAxisAngle) |
Quaternion & | operator= (const EulerAngles &rkEulerAngles) |
Quaternion | operator * (const Quaternion &rkQuat) const |
Quaternion | operator * (float fScalar) const |
Quaternion & | operator *= (const Quaternion &rkQuat) |
Quaternion & | operator *= (float fScalar) |
Quaternion | operator~ () const |
Vector3d | operator * (const Vector3d &rkVector) const |
Quaternion | operator+ (const Quaternion &rkQuat) const |
bool | operator== (const Quaternion &rkQuat) const |
bool | operator!= (const Quaternion &rkQuat) const |
Public Attributes | |
float | qx |
float | qy |
float | qz |
float | qw |
Static Public Attributes | |
const NE_STATIC Quaternion | IDENTITY |
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Reset components to identity quat |
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Set components
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Assignment from matrix (PERFORMANCE WARNING)
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Assignment from axis-angle rotation
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Assignment from Euler angles
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Reset components to identity quat
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Set components
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Normalize
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Convert to matrix
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Convert to axis rotation
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Convert to euler angles
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Inverse quaternion (will change this quat), equal to conjugate
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Spherical linear interpolation
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Assignment from matrix
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Assignment from axis-angle rotation
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Assignment from euler angles
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Quaternion multiplication
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Multiplication with scalar (to non-unit quat, Normalize() will ofcourse restore quat)
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Quaternion multiplication and assignment
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Multiplication with scalar (to non-unit quat, Normalize() will ofcourse restore quat)
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Inverse quaternion (conjugate)
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Multiplication with vector (rotate vector)
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Quaternion addition (to non-unit quat)
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Compare quaternions with epsilon tolerance
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Compare quaternions with epsilon tolerance
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Components |
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Components |
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Components |
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Components |
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Identity quaternion |