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