#include <aims/resampling/quaternion.h>
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| Quaternion () |
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| Quaternion (const Point4df &q) |
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| Quaternion (const Quaternion &q) |
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| Quaternion (float x, float y, float z, float t) |
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| ~Quaternion () |
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Quaternion & | operator= (const Quaternion &q) |
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const Point4df & | vector () const |
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void | setVector (const Point4df &vec) |
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AimsVector< float, 16 > | rotationMatrix () const |
| in OpenGL style: in columns More...
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AimsVector< float, 16 > | inverseRotationMatrix () const |
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void | buildFromMatrix (const float *m) |
| 4x4 matrix in columns (OpenGL-style) More...
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void | buildFromMotion (const Motion &m) |
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Point3df | transform (float x, float y, float z) const |
| Rotates vecotor (x,y,z) More...
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Point3df | transform (const Point3df &p) const |
| Rotates vecotor p. More...
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Point3df | transformInverse (const Point3df &p) const |
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Quaternion & | operator*= (const Quaternion &q) |
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void | norm () |
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Quaternion | normalized () const |
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void | fromAxis (const Point3df &c, float phi) |
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Quaternion | inverse () const |
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Point3df | axis () const |
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float | angle () const |
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Definition at line 50 of file quaternion.h.
◆ Quaternion() [1/4]
aims::Quaternion::Quaternion |
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◆ Quaternion() [2/4]
aims::Quaternion::Quaternion |
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const Point4df & |
q | ) |
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◆ Quaternion() [3/4]
aims::Quaternion::Quaternion |
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const Quaternion & |
q | ) |
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◆ Quaternion() [4/4]
aims::Quaternion::Quaternion |
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float |
x, |
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float |
y, |
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float |
z, |
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float |
t |
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) |
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◆ ~Quaternion()
aims::Quaternion::~Quaternion |
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◆ angle()
float aims::Quaternion::angle |
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const |
◆ axis()
Point3df aims::Quaternion::axis |
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const |
◆ buildFromMatrix()
void aims::Quaternion::buildFromMatrix |
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const float * |
m | ) |
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4x4 matrix in columns (OpenGL-style)
◆ buildFromMotion()
void aims::Quaternion::buildFromMotion |
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const Motion & |
m | ) |
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◆ cross()
◆ dot() [1/2]
◆ dot() [2/2]
◆ fromAxis()
void aims::Quaternion::fromAxis |
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const Point3df & |
c, |
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float |
phi |
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◆ inverse()
◆ inverseRotationMatrix()
AimsVector<float,16> aims::Quaternion::inverseRotationMatrix |
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const |
◆ norm() [1/2]
void aims::Quaternion::norm |
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◆ norm() [2/2]
◆ normalized()
◆ operator*=()
◆ operator=()
◆ rotationMatrix()
AimsVector<float,16> aims::Quaternion::rotationMatrix |
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const |
in OpenGL style: in columns
◆ setVector()
void aims::Quaternion::setVector |
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const Point4df & |
vec | ) |
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◆ transform() [1/2]
◆ transform() [2/2]
Point3df aims::Quaternion::transform |
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float |
x, |
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float |
y, |
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float |
z |
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inline |
◆ transformInverse()
◆ vector()
const Point4df& aims::Quaternion::vector |
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const |
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inline |
◆ operator*
◆ _vector
The documentation for this class was generated from the following file: