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G3D::Quat Class Reference

Arbitrary quaternion (not necessarily unit). More...

Public Member Functions

 Quat ()
 
Initializes to a zero degree rotation, (0,0,0,1) More...
 
 Quat (const class Any &a)
 Expects "Quat(x,y,z,w)" or a Matrix3 constructor. More...
 
 Quat (const Matrix3 &rot)
 
 Quat (float _x, float _y, float _z, float _w)
 
 Quat (const Vector3 &v, float _w=0)
 Defaults to a pure vector quaternion. More...
 
float angleBetween (const Quat &other) const
 Returns the angle in radians between this and other, assuming both are unit quaternions. More...
 
float average () const
 
Quat conj () const
 
Negates the imaginary part. More...
 
void deserialize (class BinaryInput &b)
 
float dot (const Quat &other) const
 
Quat exp () const
 exp q = [sin(A) * v, cos(A)] where q = [Av, 0]. More...
 
bool fuzzyEq (const Quat &q)
 Note: two quats can represent the Quat::sameRotation and not be equal. More...
 
const Vector3imag () const
 
Returns the imaginary part (x, y, z) More...
 
Vector3imag ()
 
Quat inverse () const
 Note that q-1 = q.conj() for a unit quaternion. More...
 
bool isNaN () const
 True if any element is NaN. More...
 
bool isUnit (float tolerance=1e-5) const
 Is the magnitude nearly 1.0? More...
 
Quat log () const
 
float magnitude () const
 
Quat movedTowards (const Quat &other, float maxAngle) const
 Rotates towards other by at most maxAngle. More...
 
void moveTowards (const Quat &other, float maxAngle)
 Rotates towards other by at most maxAngle. More...
 
Quat nlerp (const Quat &other, float alpha) const
 Normalized linear interpolation of quaternion components. More...
 
float norm () const
 
The linear algebra 2-norm, sqrt(q dot q). More...
 
Quat operator* (float s) const
 
Quat operator* (const Quat &other) const
 
Quaternion multiplication (composition of rotations). More...
 
Quatoperator*= (float s)
 
Quat operator+ (const Quat &q) const
 
Quatoperator+= (const Quat &q)
 
Quat operator- () const
 
Quat operator- (const Quat &other) const
 
Quatoperator-= (const Quat &q)
 
Quat operator/ (float s) const
 
Quat operator/ (const Quat &other) const
 
Quatoperator/= (float s)
 
bool operator== (const Quat &q) const
 True if the components are exactly equal. More...
 
const float & operator[] (int i) const
 
float & operator[] (int i)
 
Quat pow (float x) const
 
Raise this quaternion to a power. More...
 
const float & real () const
 
The real part of the quaternion. More...
 
float & real ()
 
bool sameRotation (const Quat &q)
 True if these quaternions represent the same rotation (note that every rotation is represented by two values; q and -q). More...
 
void serialize (class BinaryOutput &b) const
 
Quat slerp (const Quat &other, float alpha, float threshold=0.05f) const
 
Spherical linear interpolation: linear interpolation along the shortest (3D) great-circle route between two quaternions. More...
 
float sum () const
 
Any toAny () const
 
void toAxisAngleRotation (Vector3 &axis, double &angle) const
 Returns the axis and angle of rotation represented by this quaternion (i.e. More...
 
void toAxisAngleRotation (Vector3 &axis, float &angle) const
 
Matrix3 toRotationMatrix () const
 
void toRotationMatrix (Matrix3 &rot) const
 
Quat toUnit () const
 
Returns a unit quaterion obtained by dividing through by the magnitude. More...
 
void unitize ()
 Make unit length in place. More...
 
Vector2 ww () const
 
Vector3 www () const
 
Vector4 wwww () const
 
Vector4 wwwx () const
 
Vector4 wwwy () const
 
Vector4 wwwz () const
 
Vector3 wwx () const
 
Vector4 wwxw () const
 
Vector4 wwxx () const
 
Vector4 wwxy () const
 
Vector4 wwxz () const
 
Vector3 wwy () const
 
Vector4 wwyw () const
 
Vector4 wwyx () const
 
Vector4 wwyy () const
 
Vector4 wwyz () const
 
Vector3 wwz () const
 
Vector4 wwzw () const
 
Vector4 wwzx () const
 
Vector4 wwzy () const
 
Vector4 wwzz () const
 
Vector2 wx () const
 
Vector3 wxw () const
 
Vector4 wxww () const
 
Vector4 wxwx () const
 
Vector4 wxwy () const
 
Vector4 wxwz () const
 
Vector3 wxx () const
 
Vector4 wxxw () const
 
Vector4 wxxx () const
 
Vector4 wxxy () const
 
Vector4 wxxz () const
 
Vector3 wxy () const
 
Vector4 wxyw () const
 
Vector4 wxyx () const
 
Vector4 wxyy () const
 
Vector4 wxyz () const
 
Vector3 wxz () const
 
Vector4 wxzw () const
 
Vector4 wxzx () const
 
Vector4 wxzy () const
 
Vector4 wxzz () const
 
Vector2 wy () const
 
Vector3 wyw () const
 
Vector4 wyww () const
 
Vector4 wywx () const
 
Vector4 wywy () const
 
Vector4 wywz () const
 
Vector3 wyx () const
 
Vector4 wyxw () const
 
Vector4 wyxx () const
 
Vector4 wyxy () const
 
Vector4 wyxz () const
 
Vector3 wyy () const
 
Vector4 wyyw () const
 
Vector4 wyyx () const
 
Vector4 wyyy () const
 
Vector4 wyyz () const
 
Vector3 wyz () const
 
Vector4 wyzw () const
 
Vector4 wyzx () const
 
Vector4 wyzy () const
 
Vector4 wyzz () const
 
Vector2 wz () const
 
Vector3 wzw () const
 
Vector4 wzww () const
 
Vector4 wzwx () const
 
Vector4 wzwy () const
 
Vector4 wzwz () const
 
Vector3 wzx () const
 
Vector4 wzxw () const
 
Vector4 wzxx () const
 
Vector4 wzxy () const
 
Vector4 wzxz () const
 
Vector3 wzy () const
 
Vector4 wzyw () const
 
Vector4 wzyx () const
 
Vector4 wzyy () const
 
Vector4 wzyz () const
 
Vector3 wzz () const
 
Vector4 wzzw () const
 
Vector4 wzzx () const
 
Vector4 wzzy () const
 
Vector4 wzzz () const
 
Vector2 xw () const
 
Vector3 xww () const
 
Vector4 xwww () const
 
Vector4 xwwx () const
 
Vector4 xwwy () const
 
Vector4 xwwz () const
 
Vector3 xwx () const
 
Vector4 xwxw () const
 
Vector4 xwxx () const
 
Vector4 xwxy () const
 
Vector4 xwxz () const
 
Vector3 xwy () const
 
Vector4 xwyw () const
 
Vector4 xwyx () const
 
Vector4 xwyy () const
 
Vector4 xwyz () const
 
Vector3 xwz () const
 
Vector4 xwzw () const
 
Vector4 xwzx () const
 
Vector4 xwzy () const
 
Vector4 xwzz () const
 
Vector2 xx () const
 
Vector3 xxw () const
 
Vector4 xxww () const
 
Vector4 xxwx () const
 
Vector4 xxwy () const
 
Vector4 xxwz () const
 
Vector3 xxx () const
 
Vector4 xxxw () const
 
Vector4 xxxx () const
 
Vector4 xxxy () const
 
Vector4 xxxz () const
 
Vector3 xxy () const
 
Vector4 xxyw () const
 
Vector4 xxyx () const
 
Vector4 xxyy () const
 
Vector4 xxyz () const
 
Vector3 xxz () const
 
Vector4 xxzw () const
 
Vector4 xxzx () const
 
Vector4 xxzy () const
 
Vector4 xxzz () const
 
Vector2 xy () const
 
Vector3 xyw () const
 
Vector4 xyww () const
 
Vector4 xywx () const
 
Vector4 xywy () const
 
Vector4 xywz () const
 
Vector3 xyx () const
 
Vector4 xyxw () const
 
Vector4 xyxx () const
 
Vector4 xyxy () const
 
Vector4 xyxz () const
 
Vector3 xyy () const
 
Vector4 xyyw () const
 
Vector4 xyyx () const
 
Vector4 xyyy () const
 
Vector4 xyyz () const
 
Vector3 xyz () const
 
Vector4 xyzw () const
 
Vector4 xyzx () const
 
Vector4 xyzy () const
 
Vector4 xyzz () const
 
Vector2 xz () const
 
Vector3 xzw () const
 
Vector4 xzww () const
 
Vector4 xzwx () const
 
Vector4 xzwy () const
 
Vector4 xzwz () const
 
Vector3 xzx () const
 
Vector4 xzxw () const
 
Vector4 xzxx () const
 
Vector4 xzxy () const
 
Vector4 xzxz () const
 
Vector3 xzy () const
 
Vector4 xzyw () const
 
Vector4 xzyx () const
 
Vector4 xzyy () const
 
Vector4 xzyz () const
 
Vector3 xzz () const
 
Vector4 xzzw () const
 
Vector4 xzzx () const
 
Vector4 xzzy () const
 
Vector4 xzzz () const
 
Vector2 yw () const
 
Vector3 yww () const
 
Vector4 ywww () const
 
Vector4 ywwx () const
 
Vector4 ywwy () const
 
Vector4 ywwz () const
 
Vector3 ywx () const
 
Vector4 ywxw () const
 
Vector4 ywxx () const
 
Vector4 ywxy () const
 
Vector4 ywxz () const
 
Vector3 ywy () const
 
Vector4 ywyw () const
 
Vector4 ywyx () const
 
Vector4 ywyy () const
 
Vector4 ywyz () const
 
Vector3 ywz () const
 
Vector4 ywzw () const
 
Vector4 ywzx () const
 
Vector4 ywzy () const
 
Vector4 ywzz () const
 
Vector2 yx () const
 
Vector3 yxw () const
 
Vector4 yxww () const
 
Vector4 yxwx () const
 
Vector4 yxwy () const
 
Vector4 yxwz () const
 
Vector3 yxx () const
 
Vector4 yxxw () const
 
Vector4 yxxx () const
 
Vector4 yxxy () const
 
Vector4 yxxz () const
 
Vector3 yxy () const
 
Vector4 yxyw () const
 
Vector4 yxyx () const
 
Vector4 yxyy () const
 
Vector4 yxyz () const
 
Vector3 yxz () const
 
Vector4 yxzw () const
 
Vector4 yxzx () const
 
Vector4 yxzy () const
 
Vector4 yxzz () const
 
Vector2 yy () const
 
Vector3 yyw () const
 
Vector4 yyww () const
 
Vector4 yywx () const
 
Vector4 yywy () const
 
Vector4 yywz () const
 
Vector3 yyx () const
 
Vector4 yyxw () const
 
Vector4 yyxx () const
 
Vector4 yyxy () const
 
Vector4 yyxz () const
 
Vector3 yyy () const
 
Vector4 yyyw () const
 
Vector4 yyyx () const
 
Vector4 yyyy () const
 
Vector4 yyyz () const
 
Vector3 yyz () const
 
Vector4 yyzw () const
 
Vector4 yyzx () const
 
Vector4 yyzy () const
 
Vector4 yyzz () const
 
Vector2 yz () const
 
Vector3 yzw () const
 
Vector4 yzww () const
 
Vector4 yzwx () const
 
Vector4 yzwy () const
 
Vector4 yzwz () const
 
Vector3 yzx () const
 
Vector4 yzxw () const
 
Vector4 yzxx () const
 
Vector4 yzxy () const
 
Vector4 yzxz () const
 
Vector3 yzy () const
 
Vector4 yzyw () const
 
Vector4 yzyx () const
 
Vector4 yzyy () const
 
Vector4 yzyz () const
 
Vector3 yzz () const
 
Vector4 yzzw () const
 
Vector4 yzzx () const
 
Vector4 yzzy () const
 
Vector4 yzzz () const
 
Vector2 zw () const
 
Vector3 zww () const
 
Vector4 zwww () const
 
Vector4 zwwx () const
 
Vector4 zwwy () const
 
Vector4 zwwz () const
 
Vector3 zwx () const
 
Vector4 zwxw () const
 
Vector4 zwxx () const
 
Vector4 zwxy () const
 
Vector4 zwxz () const
 
Vector3 zwy () const
 
Vector4 zwyw () const
 
Vector4 zwyx () const
 
Vector4 zwyy () const
 
Vector4 zwyz () const
 
Vector3 zwz () const
 
Vector4 zwzw () const
 
Vector4 zwzx () const
 
Vector4 zwzy () const
 
Vector4 zwzz () const
 
Vector2 zx () const
 
Vector3 zxw () const
 
Vector4 zxww () const
 
Vector4 zxwx () const
 
Vector4 zxwy () const
 
Vector4 zxwz () const
 
Vector3 zxx () const
 
Vector4 zxxw () const
 
Vector4 zxxx () const
 
Vector4 zxxy () const
 
Vector4 zxxz () const
 
Vector3 zxy () const
 
Vector4 zxyw () const
 
Vector4 zxyx () const
 
Vector4 zxyy () const
 
Vector4 zxyz () const
 
Vector3 zxz () const
 
Vector4 zxzw () const
 
Vector4 zxzx () const
 
Vector4 zxzy () const
 
Vector4 zxzz () const
 
Vector2 zy () const
 
Vector3 zyw () const
 
Vector4 zyww () const
 
Vector4 zywx () const
 
Vector4 zywy () const
 
Vector4 zywz () const
 
Vector3 zyx () const
 
Vector4 zyxw () const
 
Vector4 zyxx () const
 
Vector4 zyxy () const
 
Vector4 zyxz () const
 
Vector3 zyy () const
 
Vector4 zyyw () const
 
Vector4 zyyx () const
 
Vector4 zyyy () const
 
Vector4 zyyz () const
 
Vector3 zyz () const
 
Vector4 zyzw () const
 
Vector4 zyzx () const
 
Vector4 zyzy () const
 
Vector4 zyzz () const
 
Vector2 zz () const
 
Vector3 zzw () const
 
Vector4 zzww () const
 
Vector4 zzwx () const
 
Vector4 zzwy () const
 
Vector4 zzwz () const
 
Vector3 zzx () const
 
Vector4 zzxw () const
 
Vector4 zzxx () const
 
Vector4 zzxy () const
 
Vector4 zzxz () const
 
Vector3 zzy () const
 
Vector4 zzyw () const
 
Vector4 zzyx () const
 
Vector4 zzyy () const
 
Vector4 zzyz () const
 
Vector3 zzz () const
 
Vector4 zzzw () const
 
Vector4 zzzx () const
 
Vector4 zzzy () const
 
Vector4 zzzz () const
 

Static Public Member Functions

static Quat fromAxisAngleRotation (const Vector3 &axis, float angle)
 q = [sin(angle/2)*axis, cos(angle/2)] More...
 
static Quat unitRandom ()
 Generate uniform random unit quaternion (i.e. More...
 

Public Attributes

float w
 
float x
 
q = [sin(angle / 2) * axis, cos(angle / 2)] More...
 
float y
 
float z
 

Friends

Quat operator* (float s, const Quat &q)
 

Detailed Description

Arbitrary quaternion (not necessarily unit).

Unit quaternions (aka versors) are used in computer graphics to represent rotation about an axis. Any 3x3 rotation matrix can be stored as a quaternion.

A quaternion represents the sum of a real scalar and an imaginary vector: ix + jy + kz + w. A unit quaternion representing a rotation by A about axis v has the form [sin(A/2)*v, cos(A/2)]. For a unit quaternion, q.conj() == q.inverse() is a rotation by -A about v. -q is the same rotation as q (negate both the axis and angle).
A non-unit quaterion q represents the same rotation as q.unitize() (Dam98 pg 28).

Although quaternion-vector operations (eg. Quat + Vector3) are well defined, they are not supported by this class because they typically are bugs when they appear in code.

Do not subclass.

BETA API – subject to change

Referenced Code: Erik B. Dam, Martin Koch, Martin Lillholm, Quaternions, Interpolation and Animation. Technical Report DIKU-TR-98/5, Department of Computer Science, University of Copenhagen, Denmark. 1998.

Constructor & Destructor Documentation

◆ Quat() [1/5]

G3D::Quat::Quat ( )
inline


Initializes to a zero degree rotation, (0,0,0,1)

Referenced by conj(), exp(), log(), operator*(), operator+(), operator-(), and operator/().

◆ Quat() [2/5]

G3D::Quat::Quat ( const class Any a)

Expects "Quat(x,y,z,w)" or a Matrix3 constructor.

◆ Quat() [3/5]

G3D::Quat::Quat ( const Matrix3 rot)

◆ Quat() [4/5]

G3D::Quat::Quat ( float  _x,
float  _y,
float  _z,
float  _w 
)
inline

◆ Quat() [5/5]

G3D::Quat::Quat ( const Vector3 v,
float  _w = 0 
)
inline

Defaults to a pure vector quaternion.

Member Function Documentation

◆ angleBetween()

float G3D::Quat::angleBetween ( const Quat other) const

Returns the angle in radians between this and other, assuming both are unit quaternions.

Returns
On the range [0, pif()]

◆ average()

float G3D::Quat::average ( ) const
inline

◆ conj()

Quat G3D::Quat::conj ( ) const
inline


Negates the imaginary part.

Referenced by inverse().

◆ deserialize()

void G3D::Quat::deserialize ( class BinaryInput b)

◆ dot()

float G3D::Quat::dot ( const Quat other) const
inline

Referenced by inverse(), isUnit(), magnitude(), and unitize().

◆ exp()

Quat G3D::Quat::exp ( ) const
inline

exp q = [sin(A) * v, cos(A)] where q = [Av, 0].

Only defined for pure-vector quaternions

Referenced by G3D::exp(), and pow().

◆ fromAxisAngleRotation()

static Quat G3D::Quat::fromAxisAngleRotation ( const Vector3 axis,
float  angle 
)
static

q = [sin(angle/2)*axis, cos(angle/2)]

◆ fuzzyEq()

bool G3D::Quat::fuzzyEq ( const Quat q)
inline

Note: two quats can represent the Quat::sameRotation and not be equal.

Referenced by sameRotation().

◆ imag() [1/2]

const Vector3& G3D::Quat::imag ( ) const
inline


Returns the imaginary part (x, y, z)

◆ imag() [2/2]

Vector3& G3D::Quat::imag ( )
inline

◆ inverse()

Quat G3D::Quat::inverse ( ) const
inline

Note that q-1 = q.conj() for a unit quaternion.

Referenced Code: Dam99 page 13

Referenced by operator/().

◆ isNaN()

bool G3D::Quat::isNaN ( ) const
inline

True if any element is NaN.

◆ isUnit()

bool G3D::Quat::isUnit ( float  tolerance = 1e-5) const
inline

Is the magnitude nearly 1.0?

◆ log()

Quat G3D::Quat::log ( ) const
inline

Referenced by G3D::log(), and pow().

◆ magnitude()

float G3D::Quat::magnitude ( ) const
inline

Referenced by norm().

◆ movedTowards()

Quat G3D::Quat::movedTowards ( const Quat other,
float  maxAngle 
) const
inline

Rotates towards other by at most maxAngle.

Referenced by moveTowards().

◆ moveTowards()

void G3D::Quat::moveTowards ( const Quat other,
float  maxAngle 
)
inline

Rotates towards other by at most maxAngle.

◆ nlerp()

Quat G3D::Quat::nlerp ( const Quat other,
float  alpha 
) const

Normalized linear interpolation of quaternion components.

◆ norm()

float G3D::Quat::norm ( ) const
inline


The linear algebra 2-norm, sqrt(q dot q).

This matches the value used in Dam's 1998 tech report but differs from the n(q) value used in Eberly's 1999 paper, which is the square of the norm.

◆ operator*() [1/2]

Quat G3D::Quat::operator* ( float  s) const
inline

◆ operator*() [2/2]

Quat G3D::Quat::operator* ( const Quat other) const


Quaternion multiplication (composition of rotations).

Note that this does not commute.

◆ operator*=()

Quat& G3D::Quat::operator*= ( float  s)
inline

◆ operator+()

Quat G3D::Quat::operator+ ( const Quat q) const
inline

◆ operator+=()

Quat& G3D::Quat::operator+= ( const Quat q)
inline

◆ operator-() [1/2]

Quat G3D::Quat::operator- ( ) const
inline

◆ operator-() [2/2]

Quat G3D::Quat::operator- ( const Quat other) const
inline

◆ operator-=()

Quat& G3D::Quat::operator-= ( const Quat q)
inline

◆ operator/() [1/2]

Quat G3D::Quat::operator/ ( float  s) const
inline

◆ operator/() [2/2]

Quat G3D::Quat::operator/ ( const Quat other) const
inline

◆ operator/=()

Quat& G3D::Quat::operator/= ( float  s)
inline

◆ operator==()

bool G3D::Quat::operator== ( const Quat q) const
inline

True if the components are exactly equal.

Note that two quaternations may be unequal but map to the same rotation.

◆ operator[]() [1/2]

const float & G3D::Quat::operator[] ( int  i) const
inline

◆ operator[]() [2/2]

float & G3D::Quat::operator[] ( int  i)
inline

◆ pow()

Quat G3D::Quat::pow ( float  x) const
inline


Raise this quaternion to a power.

For a rotation, this is the effect of rotating x times as much as the original quaterion.

Note that q.pow(a).pow(b) == q.pow(a + b)

Referenced Code: Dam98 pg 21

Referenced by pow().

◆ real() [1/2]

const float& G3D::Quat::real ( ) const
inline


The real part of the quaternion.

◆ real() [2/2]

float& G3D::Quat::real ( )
inline

◆ sameRotation()

bool G3D::Quat::sameRotation ( const Quat q)
inline

True if these quaternions represent the same rotation (note that every rotation is represented by two values; q and -q).

◆ serialize()

void G3D::Quat::serialize ( class BinaryOutput b) const

◆ slerp()

Quat G3D::Quat::slerp ( const Quat other,
float  alpha,
float  threshold = 0.05f 
) const
inline


Spherical linear interpolation: linear interpolation along the shortest (3D) great-circle route between two quaternions.

Assumes that both arguments are unit quaternions.

Note: Correct rotations are expected between 0 and PI in the right order.

Referenced Code: Based on Game Physics – David Eberly pg 538-540
Parameters
thresholdCritical angle between between rotations (in radians) at which the algorithm switches to normalized lerp, which is more numerically stable in those situations. 0.0 will always slerp.

◆ sum()

float G3D::Quat::sum ( ) const
inline

Referenced by average().

◆ toAny()

Any G3D::Quat::toAny ( ) const

◆ toAxisAngleRotation() [1/2]

void G3D::Quat::toAxisAngleRotation ( Vector3 axis,
double &  angle 
) const

Returns the axis and angle of rotation represented by this quaternion (i.e.

q = [sin(angle/2)*axis, cos(angle/2)])

Referenced by toAxisAngleRotation().

◆ toAxisAngleRotation() [2/2]

void G3D::Quat::toAxisAngleRotation ( Vector3 axis,
float &  angle 
) const
inline

◆ toRotationMatrix() [1/2]

Matrix3 G3D::Quat::toRotationMatrix ( ) const

◆ toRotationMatrix() [2/2]

void G3D::Quat::toRotationMatrix ( Matrix3 rot) const

◆ toUnit()

Quat G3D::Quat::toUnit ( ) const
inline


Returns a unit quaterion obtained by dividing through by the magnitude.

◆ unitize()

void G3D::Quat::unitize ( )
inline

Make unit length in place.

◆ unitRandom()

static Quat G3D::Quat::unitRandom ( )
static

Generate uniform random unit quaternion (i.e.

random "direction")

Referenced Code: From "Uniform Random Rotations", Ken Shoemake, Graphics Gems III.

◆ ww()

Vector2 G3D::Quat::ww ( ) const

◆ www()

Vector3 G3D::Quat::www ( ) const

◆ wwww()

Vector4 G3D::Quat::wwww ( ) const

◆ wwwx()

Vector4 G3D::Quat::wwwx ( ) const

◆ wwwy()

Vector4 G3D::Quat::wwwy ( ) const

◆ wwwz()

Vector4 G3D::Quat::wwwz ( ) const

◆ wwx()

Vector3 G3D::Quat::wwx ( ) const

◆ wwxw()

Vector4 G3D::Quat::wwxw ( ) const

◆ wwxx()

Vector4 G3D::Quat::wwxx ( ) const

◆ wwxy()

Vector4 G3D::Quat::wwxy ( ) const

◆ wwxz()

Vector4 G3D::Quat::wwxz ( ) const

◆ wwy()

Vector3 G3D::Quat::wwy ( ) const

◆ wwyw()

Vector4 G3D::Quat::wwyw ( ) const

◆ wwyx()

Vector4 G3D::Quat::wwyx ( ) const

◆ wwyy()

Vector4 G3D::Quat::wwyy ( ) const

◆ wwyz()

Vector4 G3D::Quat::wwyz ( ) const

◆ wwz()

Vector3 G3D::Quat::wwz ( ) const

◆ wwzw()

Vector4 G3D::Quat::wwzw ( ) const

◆ wwzx()

Vector4 G3D::Quat::wwzx ( ) const

◆ wwzy()

Vector4 G3D::Quat::wwzy ( ) const

◆ wwzz()

Vector4 G3D::Quat::wwzz ( ) const

◆ wx()

Vector2 G3D::Quat::wx ( ) const

◆ wxw()

Vector3 G3D::Quat::wxw ( ) const

◆ wxww()

Vector4 G3D::Quat::wxww ( ) const

◆ wxwx()

Vector4 G3D::Quat::wxwx ( ) const

◆ wxwy()

Vector4 G3D::Quat::wxwy ( ) const

◆ wxwz()

Vector4 G3D::Quat::wxwz ( ) const

◆ wxx()

Vector3 G3D::Quat::wxx ( ) const

◆ wxxw()

Vector4 G3D::Quat::wxxw ( ) const

◆ wxxx()

Vector4 G3D::Quat::wxxx ( ) const

◆ wxxy()

Vector4 G3D::Quat::wxxy ( ) const

◆ wxxz()

Vector4 G3D::Quat::wxxz ( ) const

◆ wxy()

Vector3 G3D::Quat::wxy ( ) const

◆ wxyw()

Vector4 G3D::Quat::wxyw ( ) const

◆ wxyx()

Vector4 G3D::Quat::wxyx ( ) const

◆ wxyy()

Vector4 G3D::Quat::wxyy ( ) const

◆ wxyz()

Vector4 G3D::Quat::wxyz ( ) const

◆ wxz()

Vector3 G3D::Quat::wxz ( ) const

◆ wxzw()

Vector4 G3D::Quat::wxzw ( ) const

◆ wxzx()

Vector4 G3D::Quat::wxzx ( ) const

◆ wxzy()

Vector4 G3D::Quat::wxzy ( ) const

◆ wxzz()

Vector4 G3D::Quat::wxzz ( ) const

◆ wy()

Vector2 G3D::Quat::wy ( ) const

◆ wyw()

Vector3 G3D::Quat::wyw ( ) const

◆ wyww()

Vector4 G3D::Quat::wyww ( ) const

◆ wywx()

Vector4 G3D::Quat::wywx ( ) const

◆ wywy()

Vector4 G3D::Quat::wywy ( ) const

◆ wywz()

Vector4 G3D::Quat::wywz ( ) const

◆ wyx()

Vector3 G3D::Quat::wyx ( ) const

◆ wyxw()

Vector4 G3D::Quat::wyxw ( ) const

◆ wyxx()

Vector4 G3D::Quat::wyxx ( ) const

◆ wyxy()

Vector4 G3D::Quat::wyxy ( ) const

◆ wyxz()

Vector4 G3D::Quat::wyxz ( ) const

◆ wyy()

Vector3 G3D::Quat::wyy ( ) const

◆ wyyw()

Vector4 G3D::Quat::wyyw ( ) const

◆ wyyx()

Vector4 G3D::Quat::wyyx ( ) const

◆ wyyy()

Vector4 G3D::Quat::wyyy ( ) const

◆ wyyz()

Vector4 G3D::Quat::wyyz ( ) const

◆ wyz()

Vector3 G3D::Quat::wyz ( ) const

◆ wyzw()

Vector4 G3D::Quat::wyzw ( ) const

◆ wyzx()

Vector4 G3D::Quat::wyzx ( ) const

◆ wyzy()

Vector4 G3D::Quat::wyzy ( ) const

◆ wyzz()

Vector4 G3D::Quat::wyzz ( ) const

◆ wz()

Vector2 G3D::Quat::wz ( ) const

◆ wzw()

Vector3 G3D::Quat::wzw ( ) const

◆ wzww()

Vector4 G3D::Quat::wzww ( ) const

◆ wzwx()

Vector4 G3D::Quat::wzwx ( ) const

◆ wzwy()

Vector4 G3D::Quat::wzwy ( ) const

◆ wzwz()

Vector4 G3D::Quat::wzwz ( ) const

◆ wzx()

Vector3 G3D::Quat::wzx ( ) const

◆ wzxw()

Vector4 G3D::Quat::wzxw ( ) const

◆ wzxx()

Vector4 G3D::Quat::wzxx ( ) const

◆ wzxy()

Vector4 G3D::Quat::wzxy ( ) const

◆ wzxz()

Vector4 G3D::Quat::wzxz ( ) const

◆ wzy()

Vector3 G3D::Quat::wzy ( ) const

◆ wzyw()

Vector4 G3D::Quat::wzyw ( ) const

◆ wzyx()

Vector4 G3D::Quat::wzyx ( ) const

◆ wzyy()

Vector4 G3D::Quat::wzyy ( ) const

◆ wzyz()

Vector4 G3D::Quat::wzyz ( ) const

◆ wzz()

Vector3 G3D::Quat::wzz ( ) const

◆ wzzw()

Vector4 G3D::Quat::wzzw ( ) const

◆ wzzx()

Vector4 G3D::Quat::wzzx ( ) const

◆ wzzy()

Vector4 G3D::Quat::wzzy ( ) const

◆ wzzz()

Vector4 G3D::Quat::wzzz ( ) const

◆ xw()

Vector2 G3D::Quat::xw ( ) const

◆ xww()

Vector3 G3D::Quat::xww ( ) const

◆ xwww()

Vector4 G3D::Quat::xwww ( ) const

◆ xwwx()

Vector4 G3D::Quat::xwwx ( ) const

◆ xwwy()

Vector4 G3D::Quat::xwwy ( ) const

◆ xwwz()

Vector4 G3D::Quat::xwwz ( ) const

◆ xwx()

Vector3 G3D::Quat::xwx ( ) const

◆ xwxw()

Vector4 G3D::Quat::xwxw ( ) const

◆ xwxx()

Vector4 G3D::Quat::xwxx ( ) const

◆ xwxy()

Vector4 G3D::Quat::xwxy ( ) const

◆ xwxz()

Vector4 G3D::Quat::xwxz ( ) const

◆ xwy()

Vector3 G3D::Quat::xwy ( ) const

◆ xwyw()

Vector4 G3D::Quat::xwyw ( ) const

◆ xwyx()

Vector4 G3D::Quat::xwyx ( ) const

◆ xwyy()

Vector4 G3D::Quat::xwyy ( ) const

◆ xwyz()

Vector4 G3D::Quat::xwyz ( ) const

◆ xwz()

Vector3 G3D::Quat::xwz ( ) const

◆ xwzw()

Vector4 G3D::Quat::xwzw ( ) const

◆ xwzx()

Vector4 G3D::Quat::xwzx ( ) const

◆ xwzy()

Vector4 G3D::Quat::xwzy ( ) const

◆ xwzz()

Vector4 G3D::Quat::xwzz ( ) const

◆ xx()

Vector2 G3D::Quat::xx ( ) const

◆ xxw()

Vector3 G3D::Quat::xxw ( ) const

◆ xxww()

Vector4 G3D::Quat::xxww ( ) const

◆ xxwx()

Vector4 G3D::Quat::xxwx ( ) const

◆ xxwy()

Vector4 G3D::Quat::xxwy ( ) const

◆ xxwz()

Vector4 G3D::Quat::xxwz ( ) const

◆ xxx()

Vector3 G3D::Quat::xxx ( ) const

◆ xxxw()

Vector4 G3D::Quat::xxxw ( ) const

◆ xxxx()

Vector4 G3D::Quat::xxxx ( ) const

◆ xxxy()

Vector4 G3D::Quat::xxxy ( ) const

◆ xxxz()

Vector4 G3D::Quat::xxxz ( ) const

◆ xxy()

Vector3 G3D::Quat::xxy ( ) const

◆ xxyw()

Vector4 G3D::Quat::xxyw ( ) const

◆ xxyx()

Vector4 G3D::Quat::xxyx ( ) const

◆ xxyy()

Vector4 G3D::Quat::xxyy ( ) const

◆ xxyz()

Vector4 G3D::Quat::xxyz ( ) const

◆ xxz()

Vector3 G3D::Quat::xxz ( ) const

◆ xxzw()

Vector4 G3D::Quat::xxzw ( ) const

◆ xxzx()

Vector4 G3D::Quat::xxzx ( ) const

◆ xxzy()

Vector4 G3D::Quat::xxzy ( ) const

◆ xxzz()

Vector4 G3D::Quat::xxzz ( ) const

◆ xy()

Vector2 G3D::Quat::xy ( ) const

◆ xyw()

Vector3 G3D::Quat::xyw ( ) const

◆ xyww()

Vector4 G3D::Quat::xyww ( ) const

◆ xywx()

Vector4 G3D::Quat::xywx ( ) const

◆ xywy()

Vector4 G3D::Quat::xywy ( ) const

◆ xywz()

Vector4 G3D::Quat::xywz ( ) const

◆ xyx()

Vector3 G3D::Quat::xyx ( ) const

◆ xyxw()

Vector4 G3D::Quat::xyxw ( ) const

◆ xyxx()

Vector4 G3D::Quat::xyxx ( ) const

◆ xyxy()

Vector4 G3D::Quat::xyxy ( ) const

◆ xyxz()

Vector4 G3D::Quat::xyxz ( ) const

◆ xyy()

Vector3 G3D::Quat::xyy ( ) const

◆ xyyw()

Vector4 G3D::Quat::xyyw ( ) const

◆ xyyx()

Vector4 G3D::Quat::xyyx ( ) const

◆ xyyy()

Vector4 G3D::Quat::xyyy ( ) const

◆ xyyz()

Vector4 G3D::Quat::xyyz ( ) const

◆ xyz()

Vector3 G3D::Quat::xyz ( ) const

◆ xyzw()

Vector4 G3D::Quat::xyzw ( ) const

◆ xyzx()

Vector4 G3D::Quat::xyzx ( ) const

◆ xyzy()

Vector4 G3D::Quat::xyzy ( ) const

◆ xyzz()

Vector4 G3D::Quat::xyzz ( ) const

◆ xz()

Vector2 G3D::Quat::xz ( ) const

◆ xzw()

Vector3 G3D::Quat::xzw ( ) const

◆ xzww()

Vector4 G3D::Quat::xzww ( ) const

◆ xzwx()

Vector4 G3D::Quat::xzwx ( ) const

◆ xzwy()

Vector4 G3D::Quat::xzwy ( ) const

◆ xzwz()

Vector4 G3D::Quat::xzwz ( ) const

◆ xzx()

Vector3 G3D::Quat::xzx ( ) const

◆ xzxw()

Vector4 G3D::Quat::xzxw ( ) const

◆ xzxx()

Vector4 G3D::Quat::xzxx ( ) const

◆ xzxy()

Vector4 G3D::Quat::xzxy ( ) const

◆ xzxz()

Vector4 G3D::Quat::xzxz ( ) const

◆ xzy()

Vector3 G3D::Quat::xzy ( ) const

◆ xzyw()

Vector4 G3D::Quat::xzyw ( ) const

◆ xzyx()

Vector4 G3D::Quat::xzyx ( ) const

◆ xzyy()

Vector4 G3D::Quat::xzyy ( ) const

◆ xzyz()

Vector4 G3D::Quat::xzyz ( ) const

◆ xzz()

Vector3 G3D::Quat::xzz ( ) const

◆ xzzw()

Vector4 G3D::Quat::xzzw ( ) const

◆ xzzx()

Vector4 G3D::Quat::xzzx ( ) const

◆ xzzy()

Vector4 G3D::Quat::xzzy ( ) const

◆ xzzz()

Vector4 G3D::Quat::xzzz ( ) const

◆ yw()

Vector2 G3D::Quat::yw ( ) const

◆ yww()

Vector3 G3D::Quat::yww ( ) const

◆ ywww()

Vector4 G3D::Quat::ywww ( ) const

◆ ywwx()

Vector4 G3D::Quat::ywwx ( ) const

◆ ywwy()

Vector4 G3D::Quat::ywwy ( ) const

◆ ywwz()

Vector4 G3D::Quat::ywwz ( ) const

◆ ywx()

Vector3 G3D::Quat::ywx ( ) const

◆ ywxw()

Vector4 G3D::Quat::ywxw ( ) const

◆ ywxx()

Vector4 G3D::Quat::ywxx ( ) const

◆ ywxy()

Vector4 G3D::Quat::ywxy ( ) const

◆ ywxz()

Vector4 G3D::Quat::ywxz ( ) const

◆ ywy()

Vector3 G3D::Quat::ywy ( ) const

◆ ywyw()

Vector4 G3D::Quat::ywyw ( ) const

◆ ywyx()

Vector4 G3D::Quat::ywyx ( ) const

◆ ywyy()

Vector4 G3D::Quat::ywyy ( ) const

◆ ywyz()

Vector4 G3D::Quat::ywyz ( ) const

◆ ywz()

Vector3 G3D::Quat::ywz ( ) const

◆ ywzw()

Vector4 G3D::Quat::ywzw ( ) const

◆ ywzx()

Vector4 G3D::Quat::ywzx ( ) const

◆ ywzy()

Vector4 G3D::Quat::ywzy ( ) const

◆ ywzz()

Vector4 G3D::Quat::ywzz ( ) const

◆ yx()

Vector2 G3D::Quat::yx ( ) const

◆ yxw()

Vector3 G3D::Quat::yxw ( ) const

◆ yxww()

Vector4 G3D::Quat::yxww ( ) const

◆ yxwx()

Vector4 G3D::Quat::yxwx ( ) const

◆ yxwy()

Vector4 G3D::Quat::yxwy ( ) const

◆ yxwz()

Vector4 G3D::Quat::yxwz ( ) const

◆ yxx()

Vector3 G3D::Quat::yxx ( ) const

◆ yxxw()

Vector4 G3D::Quat::yxxw ( ) const

◆ yxxx()

Vector4 G3D::Quat::yxxx ( ) const

◆ yxxy()

Vector4 G3D::Quat::yxxy ( ) const

◆ yxxz()

Vector4 G3D::Quat::yxxz ( ) const

◆ yxy()

Vector3 G3D::Quat::yxy ( ) const

◆ yxyw()

Vector4 G3D::Quat::yxyw ( ) const

◆ yxyx()

Vector4 G3D::Quat::yxyx ( ) const

◆ yxyy()

Vector4 G3D::Quat::yxyy ( ) const

◆ yxyz()

Vector4 G3D::Quat::yxyz ( ) const

◆ yxz()

Vector3 G3D::Quat::yxz ( ) const

◆ yxzw()

Vector4 G3D::Quat::yxzw ( ) const

◆ yxzx()

Vector4 G3D::Quat::yxzx ( ) const

◆ yxzy()

Vector4 G3D::Quat::yxzy ( ) const

◆ yxzz()

Vector4 G3D::Quat::yxzz ( ) const

◆ yy()

Vector2 G3D::Quat::yy ( ) const

◆ yyw()

Vector3 G3D::Quat::yyw ( ) const

◆ yyww()

Vector4 G3D::Quat::yyww ( ) const

◆ yywx()

Vector4 G3D::Quat::yywx ( ) const

◆ yywy()

Vector4 G3D::Quat::yywy ( ) const

◆ yywz()

Vector4 G3D::Quat::yywz ( ) const

◆ yyx()

Vector3 G3D::Quat::yyx ( ) const

◆ yyxw()

Vector4 G3D::Quat::yyxw ( ) const

◆ yyxx()

Vector4 G3D::Quat::yyxx ( ) const

◆ yyxy()

Vector4 G3D::Quat::yyxy ( ) const

◆ yyxz()

Vector4 G3D::Quat::yyxz ( ) const

◆ yyy()

Vector3 G3D::Quat::yyy ( ) const

◆ yyyw()

Vector4 G3D::Quat::yyyw ( ) const

◆ yyyx()

Vector4 G3D::Quat::yyyx ( ) const

◆ yyyy()

Vector4 G3D::Quat::yyyy ( ) const

◆ yyyz()

Vector4 G3D::Quat::yyyz ( ) const

◆ yyz()

Vector3 G3D::Quat::yyz ( ) const

◆ yyzw()

Vector4 G3D::Quat::yyzw ( ) const

◆ yyzx()

Vector4 G3D::Quat::yyzx ( ) const

◆ yyzy()

Vector4 G3D::Quat::yyzy ( ) const

◆ yyzz()

Vector4 G3D::Quat::yyzz ( ) const

◆ yz()

Vector2 G3D::Quat::yz ( ) const

◆ yzw()

Vector3 G3D::Quat::yzw ( ) const

◆ yzww()

Vector4 G3D::Quat::yzww ( ) const

◆ yzwx()

Vector4 G3D::Quat::yzwx ( ) const

◆ yzwy()

Vector4 G3D::Quat::yzwy ( ) const

◆ yzwz()

Vector4 G3D::Quat::yzwz ( ) const

◆ yzx()

Vector3 G3D::Quat::yzx ( ) const

◆ yzxw()

Vector4 G3D::Quat::yzxw ( ) const

◆ yzxx()

Vector4 G3D::Quat::yzxx ( ) const

◆ yzxy()

Vector4 G3D::Quat::yzxy ( ) const

◆ yzxz()

Vector4 G3D::Quat::yzxz ( ) const

◆ yzy()

Vector3 G3D::Quat::yzy ( ) const

◆ yzyw()

Vector4 G3D::Quat::yzyw ( ) const

◆ yzyx()

Vector4 G3D::Quat::yzyx ( ) const

◆ yzyy()

Vector4 G3D::Quat::yzyy ( ) const

◆ yzyz()

Vector4 G3D::Quat::yzyz ( ) const

◆ yzz()

Vector3 G3D::Quat::yzz ( ) const

◆ yzzw()

Vector4 G3D::Quat::yzzw ( ) const

◆ yzzx()

Vector4 G3D::Quat::yzzx ( ) const

◆ yzzy()

Vector4 G3D::Quat::yzzy ( ) const

◆ yzzz()

Vector4 G3D::Quat::yzzz ( ) const

◆ zw()

Vector2 G3D::Quat::zw ( ) const

◆ zww()

Vector3 G3D::Quat::zww ( ) const

◆ zwww()

Vector4 G3D::Quat::zwww ( ) const

◆ zwwx()

Vector4 G3D::Quat::zwwx ( ) const

◆ zwwy()

Vector4 G3D::Quat::zwwy ( ) const

◆ zwwz()

Vector4 G3D::Quat::zwwz ( ) const

◆ zwx()

Vector3 G3D::Quat::zwx ( ) const

◆ zwxw()

Vector4 G3D::Quat::zwxw ( ) const

◆ zwxx()

Vector4 G3D::Quat::zwxx ( ) const

◆ zwxy()

Vector4 G3D::Quat::zwxy ( ) const

◆ zwxz()

Vector4 G3D::Quat::zwxz ( ) const

◆ zwy()

Vector3 G3D::Quat::zwy ( ) const

◆ zwyw()

Vector4 G3D::Quat::zwyw ( ) const

◆ zwyx()

Vector4 G3D::Quat::zwyx ( ) const

◆ zwyy()

Vector4 G3D::Quat::zwyy ( ) const

◆ zwyz()

Vector4 G3D::Quat::zwyz ( ) const

◆ zwz()

Vector3 G3D::Quat::zwz ( ) const

◆ zwzw()

Vector4 G3D::Quat::zwzw ( ) const

◆ zwzx()

Vector4 G3D::Quat::zwzx ( ) const

◆ zwzy()

Vector4 G3D::Quat::zwzy ( ) const

◆ zwzz()

Vector4 G3D::Quat::zwzz ( ) const

◆ zx()

Vector2 G3D::Quat::zx ( ) const

◆ zxw()

Vector3 G3D::Quat::zxw ( ) const

◆ zxww()

Vector4 G3D::Quat::zxww ( ) const

◆ zxwx()

Vector4 G3D::Quat::zxwx ( ) const

◆ zxwy()

Vector4 G3D::Quat::zxwy ( ) const

◆ zxwz()

Vector4 G3D::Quat::zxwz ( ) const

◆ zxx()

Vector3 G3D::Quat::zxx ( ) const

◆ zxxw()

Vector4 G3D::Quat::zxxw ( ) const

◆ zxxx()

Vector4 G3D::Quat::zxxx ( ) const

◆ zxxy()

Vector4 G3D::Quat::zxxy ( ) const

◆ zxxz()

Vector4 G3D::Quat::zxxz ( ) const

◆ zxy()

Vector3 G3D::Quat::zxy ( ) const

◆ zxyw()

Vector4 G3D::Quat::zxyw ( ) const

◆ zxyx()

Vector4 G3D::Quat::zxyx ( ) const

◆ zxyy()

Vector4 G3D::Quat::zxyy ( ) const

◆ zxyz()

Vector4 G3D::Quat::zxyz ( ) const

◆ zxz()

Vector3 G3D::Quat::zxz ( ) const

◆ zxzw()

Vector4 G3D::Quat::zxzw ( ) const

◆ zxzx()

Vector4 G3D::Quat::zxzx ( ) const

◆ zxzy()

Vector4 G3D::Quat::zxzy ( ) const

◆ zxzz()

Vector4 G3D::Quat::zxzz ( ) const

◆ zy()

Vector2 G3D::Quat::zy ( ) const

◆ zyw()

Vector3 G3D::Quat::zyw ( ) const

◆ zyww()

Vector4 G3D::Quat::zyww ( ) const

◆ zywx()

Vector4 G3D::Quat::zywx ( ) const

◆ zywy()

Vector4 G3D::Quat::zywy ( ) const

◆ zywz()

Vector4 G3D::Quat::zywz ( ) const

◆ zyx()

Vector3 G3D::Quat::zyx ( ) const

◆ zyxw()

Vector4 G3D::Quat::zyxw ( ) const

◆ zyxx()

Vector4 G3D::Quat::zyxx ( ) const

◆ zyxy()

Vector4 G3D::Quat::zyxy ( ) const

◆ zyxz()

Vector4 G3D::Quat::zyxz ( ) const

◆ zyy()

Vector3 G3D::Quat::zyy ( ) const

◆ zyyw()

Vector4 G3D::Quat::zyyw ( ) const

◆ zyyx()

Vector4 G3D::Quat::zyyx ( ) const

◆ zyyy()

Vector4 G3D::Quat::zyyy ( ) const

◆ zyyz()

Vector4 G3D::Quat::zyyz ( ) const

◆ zyz()

Vector3 G3D::Quat::zyz ( ) const

◆ zyzw()

Vector4 G3D::Quat::zyzw ( ) const

◆ zyzx()

Vector4 G3D::Quat::zyzx ( ) const

◆ zyzy()

Vector4 G3D::Quat::zyzy ( ) const

◆ zyzz()

Vector4 G3D::Quat::zyzz ( ) const

◆ zz()

Vector2 G3D::Quat::zz ( ) const

◆ zzw()

Vector3 G3D::Quat::zzw ( ) const

◆ zzww()

Vector4 G3D::Quat::zzww ( ) const

◆ zzwx()

Vector4 G3D::Quat::zzwx ( ) const

◆ zzwy()

Vector4 G3D::Quat::zzwy ( ) const

◆ zzwz()

Vector4 G3D::Quat::zzwz ( ) const

◆ zzx()

Vector3 G3D::Quat::zzx ( ) const

◆ zzxw()

Vector4 G3D::Quat::zzxw ( ) const

◆ zzxx()

Vector4 G3D::Quat::zzxx ( ) const

◆ zzxy()

Vector4 G3D::Quat::zzxy ( ) const

◆ zzxz()

Vector4 G3D::Quat::zzxz ( ) const

◆ zzy()

Vector3 G3D::Quat::zzy ( ) const

◆ zzyw()

Vector4 G3D::Quat::zzyw ( ) const

◆ zzyx()

Vector4 G3D::Quat::zzyx ( ) const

◆ zzyy()

Vector4 G3D::Quat::zzyy ( ) const

◆ zzyz()

Vector4 G3D::Quat::zzyz ( ) const

◆ zzz()

Vector3 G3D::Quat::zzz ( ) const

◆ zzzw()

Vector4 G3D::Quat::zzzw ( ) const

◆ zzzx()

Vector4 G3D::Quat::zzzx ( ) const

◆ zzzy()

Vector4 G3D::Quat::zzzy ( ) const

◆ zzzz()

Vector4 G3D::Quat::zzzz ( ) const

Friends And Related Function Documentation

◆ operator*

Quat operator* ( float  s,
const Quat q 
)
friend
Referenced Code: Based on Watt & Watt, page 360

Member Data Documentation

◆ w

float G3D::Quat::w

◆ x

float G3D::Quat::x


q = [sin(angle / 2) * axis, cos(angle / 2)]

In Watt & Watt's notation, s = w, v = (x, y, z) In the Real-Time Rendering notation, u = (x, y, z), w = w

Referenced by conj(), dot(), exp(), fuzzyEq(), isNaN(), log(), operator*(), operator*=(), operator+(), operator+=(), operator-(), operator-=(), operator/(), operator/=(), operator==(), pow(), sum(), and toUnit().

◆ y

float G3D::Quat::y

◆ z

float G3D::Quat::z

documentation generated on Wed Nov 24 2021 08:01:59 using doxygen 1.8.15