Om  1.0.0
A universal framework for multimedia simulation
om::math::Quaternion4D< T > Member List

This is the complete list of members for om::math::Quaternion4D< T >, including all inherited members.

getAngle() const om::math::Quaternion4D< T >inline
getAxis() const om::math::Quaternion4D< T >inline
getMagnitude() const om::math::Quaternion4D< T >inline
getMagnitudeSquared() const om::math::Quaternion4D< T >inline
getNorm() const om::math::Quaternion4D< T >inline
getW() const om::math::Quaternion4D< T >inline
getX() const om::math::Quaternion4D< T >inline
getXYZ() const om::math::Quaternion4D< T >inline
getY() const om::math::Quaternion4D< T >inline
getZ() const om::math::Quaternion4D< T >inline
IDENTITYom::math::Quaternion4D< T >static
invert() const om::math::Quaternion4D< T >inline
invertNormalized() const om::math::Quaternion4D< T >inline
normalize() const om::math::Quaternion4D< T >inline
normalize(T &magnitude) const om::math::Quaternion4D< T >inline
operator data::String() const om::math::Quaternion4D< T >inline
operator!=(const Quaternion4D< T > &q) const om::math::Quaternion4D< T >inline
operator*(const Quaternion4D< T > &q) const om::math::Quaternion4D< T >inline
operator*(const T &value) const om::math::Quaternion4D< T >inline
operator*=(const Quaternion4D< T > &q)om::math::Quaternion4D< T >inline
operator*=(const T &value)om::math::Quaternion4D< T >inline
operator+(const Quaternion4D< T > &q) const om::math::Quaternion4D< T >inline
operator+=(const Quaternion4D< T > &q)om::math::Quaternion4D< T >inline
operator-(const Quaternion4D< T > &q) const om::math::Quaternion4D< T >inline
operator-=(const Quaternion4D< T > &q)om::math::Quaternion4D< T >inline
operator/(const T &value) const om::math::Quaternion4D< T >inline
operator/=(const T &value)om::math::Quaternion4D< T >inline
operator==(const Quaternion4D< T > &q) const om::math::Quaternion4D< T >inline
Quaternion4D()om::math::Quaternion4D< T >inline
Quaternion4D(T newW, T newX, T newY, T newZ)om::math::Quaternion4D< T >inline
Quaternion4D(const T array[4])om::math::Quaternion4D< T >inline
Quaternion4D(T angle, const VectorND< T, 3 > &axis)om::math::Quaternion4D< T >inline
Quaternion4D(const MatrixND< T, 3, 3 > &m)om::math::Quaternion4D< T >inline
Quaternion4D(const Quaternion4D< U > &quaternion)om::math::Quaternion4D< T >inline
toArray() const om::math::Quaternion4D< T >inline
toMatrix() const om::math::Quaternion4D< T >inline
toMatrixNormalized() const om::math::Quaternion4D< T >inline
toString() const om::math::Quaternion4D< T >inline
wom::math::Quaternion4D< T >
xom::math::Quaternion4D< T >
yom::math::Quaternion4D< T >
zom::math::Quaternion4D< T >
ZEROom::math::Quaternion4D< T >static