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maths
Class CQuaternion

   in Quaternion.h
   in Quaternion.cpp

class CQuaternion

========================================================================= File : Quaternion.h Project : 0 A.D. Description : =========================================================================


Field Summary
 CVector3D m_V
          
 float m_W
          
 
Constructor Summary
CQuaternion( float x, float y, float z, float w )
          
CQuaternion()
          
 
Method Summary
 float Dot( const CQuaternion& quat ) const
          
 void FromAxisAngle( const CVector3D& axis, float angle )
          ToAxisAngle: convert the quaternion to axis/angle representation of a rotation
 void FromEulerAngles( float x, float y, float z )
          
 CQuaternion GetInverse() const
          
 void Nlerp( const CQuaternion& from, const CQuaternion& to, float ratio )
          FromAxisAngle: create a quaternion from axis/angle representation of a rotation
 void Normalize()
          
 CQuaternion operator*( float factor ) const
          
 CQuaternion operator*( const CQuaternion& quat ) const
          
 CQuaternion& operator*=( const CQuaternion& quat )
          
 CQuaternion operator+( const CQuaternion& quat ) const
          
 CQuaternion& operator+=( const CQuaternion& quat )
          
 CQuaternion operator-( const CQuaternion& quat ) const
          
 CQuaternion& operator-=( const CQuaternion& quat )
          
 CVector3D Rotate( const CVector3D& vec ) const
          
 void Slerp( const CQuaternion& from, const CQuaternion& to, float ratio )
          
 void ToAxisAngle( CVector3D& axis, float& angle )
          Normalize: normalize this quaternion
 CVector3D ToEulerAngles()
          
 CMatrix3D ToMatrix() const
          
 void ToMatrix( CMatrix3D& result ) const
          
 

Field Detail

m_V

public CVector3D m_V;

m_W

public float m_W;


Constructor Detail

CQuaternion

public CQuaternion( float x, float y, float z, float w );

CQuaternion

public CQuaternion();


Method Detail

Dot

public float Dot( const CQuaternion& quat ) const;

FromAxisAngle

public void FromAxisAngle( const CVector3D& axis, float angle );
ToAxisAngle: convert the quaternion to axis/angle representation of a rotation

FromEulerAngles

public void FromEulerAngles( float x, float y, float z );

GetInverse

public CQuaternion GetInverse() const;

Nlerp

public void Nlerp( const CQuaternion& from, const CQuaternion& to, float ratio );
FromAxisAngle: create a quaternion from axis/angle representation of a rotation

Normalize

public void Normalize();

operator*

public CQuaternion operator*( float factor ) const;

operator*

public CQuaternion operator*( const CQuaternion& quat ) const;

operator*=

public CQuaternion& operator*=( const CQuaternion& quat );

operator+

public CQuaternion operator+( const CQuaternion& quat ) const;

operator+=

public CQuaternion& operator+=( const CQuaternion& quat );

operator-

public CQuaternion operator-( const CQuaternion& quat ) const;

operator-=

public CQuaternion& operator-=( const CQuaternion& quat );

Rotate

public CVector3D Rotate( const CVector3D& vec ) const;

Slerp

public void Slerp( const CQuaternion& from, const CQuaternion& to, float ratio );

ToAxisAngle

public void ToAxisAngle( CVector3D& axis, float& angle );
Normalize: normalize this quaternion

ToEulerAngles

public CVector3D ToEulerAngles();

ToMatrix

public CMatrix3D ToMatrix() const;

ToMatrix

public void ToMatrix( CMatrix3D& result ) const;

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