#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 (const AffineTransformation3d &tr) |
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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
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| |
| AimsVector< float, 16 > | inverseRotationMatrix () const |
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| void | buildFromMatrix (const float *m) |
| | 4x4 matrix in columns (OpenGL-style)
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| void | buildFromTransformation (const AffineTransformation3d &m) |
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| void | buildFromMotion (const AffineTransformation3d &m) |
| | Obsolete in aims 5.2: use buildFromTransformation() instead.
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| Point3df | transform (float x, float y, float z) const |
| | Rotates vecotor (x,y,z)
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| Point3df | transform (const Point3df &p) const |
| | Rotates vecotor p.
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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 46 of file quaternion.h.
◆ Quaternion() [1/5]
| aims::Quaternion::Quaternion |
( |
| ) |
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◆ Quaternion() [2/5]
| aims::Quaternion::Quaternion |
( |
const Point4df & | q | ) |
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◆ Quaternion() [3/5]
| aims::Quaternion::Quaternion |
( |
const Quaternion & | q | ) |
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◆ Quaternion() [4/5]
| aims::Quaternion::Quaternion |
( |
float | x, |
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float | y, |
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float | z, |
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float | t ) |
◆ Quaternion() [5/5]
◆ ~Quaternion()
| aims::Quaternion::~Quaternion |
( |
| ) |
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◆ angle()
| float aims::Quaternion::angle |
( |
| ) |
const |
◆ axis()
| Point3df aims::Quaternion::axis |
( |
| ) |
const |
◆ buildFromMatrix()
| void aims::Quaternion::buildFromMatrix |
( |
const float * | m | ) |
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4x4 matrix in columns (OpenGL-style)
◆ buildFromMotion()
◆ buildFromTransformation()
◆ cross()
◆ dot() [1/2]
◆ dot() [2/2]
◆ fromAxis()
| void aims::Quaternion::fromAxis |
( |
const Point3df & | c, |
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float | phi ) |
◆ inverse()
◆ inverseRotationMatrix()
| AimsVector< float, 16 > aims::Quaternion::inverseRotationMatrix |
( |
| ) |
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 |
( |
| ) |
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 ) const |
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inline |
◆ transformInverse()
◆ vector()
| const Point4df & aims::Quaternion::vector |
( |
| ) |
const |
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inline |
◆ operator*
◆ _vector
The documentation for this class was generated from the following file: