#include <Quaternion3d.h>
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| Quaternion3d () |
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| Quaternion3d (double aX, double aY, double aZ, double aW) |
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Quaternion3d & | fromRotation (const WSM::Vector3d &aAxis, double aAngle) |
| Set the quaternion from an angle/axis pair.
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void | getRotation (WSM::Vector3d &aAxis, double &aAngle) const |
| Get the axis and angle representation.
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Quaternion3d & | fromTwoVectors (const WSM::Vector3d &aA, const WSM::Vector3d &aB) |
| Set the quaternion from based on a from and to vector.
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Quaternion3d & | fromThreeVectors (const WSM::Vector3d &aX, const WSM::Vector3d &aY, const WSM::Vector3d &aZ) |
| Set the elements of the quaternion from 3 axes vectors.
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Quaternion3d & | fromEulerAngles (double aX, double aY, double aZ) |
| Set the quaternion from euler angles.
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void | getEulerAngles (double &aX, double &aY, double &aZ) const |
| Get the Euler angles from the quaternion.
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void | getTransf3d (WSM::Transf3d &aT) const |
| Get the 4x4 matrix from the quaternion.
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Quaternion3d & | identity () |
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Quaternion3d & | normalize () |
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Quaternion3d & | invert () |
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Quaternion3d & | invertFrom (const Quaternion3d &aQ) |
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Quaternion3d | getInverted () const |
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Quaternion3d & | set (double aX, double aY, double aZ, double aW) |
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bool | operator== (const Quaternion3d &aQ) const |
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bool | operator!= (const Quaternion3d &aQ) const |
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Quaternion3d | operator* (const Quaternion3d &aQ) const |
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Quaternion3d & | operator*= (const Quaternion3d &aQ) |
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WSM::Vector3d | operator* (const WSM::Vector3d &aT) const |
| Returns the WSM::Vector3d rotated by the quaternion.
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double | x = 0.0 |
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double | y = 0.0 |
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double | z = 0.0 |
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double | w = 1.0 |
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◆ Quaternion3d() [1/2]
WSM::Quaternion3d::Quaternion3d |
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◆ Quaternion3d() [2/2]
WSM::Quaternion3d::Quaternion3d |
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double |
aX, |
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double |
aY, |
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double |
aZ, |
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double |
aW |
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◆ fromEulerAngles()
Quaternion3d & WSM::Quaternion3d::fromEulerAngles |
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double |
aX, |
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double |
aY, |
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double |
aZ |
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Set the quaternion from euler angles.
◆ fromRotation()
Set the quaternion from an angle/axis pair.
◆ fromThreeVectors()
Set the elements of the quaternion from 3 axes vectors.
◆ fromTwoVectors()
Set the quaternion from based on a from and to vector.
◆ getEulerAngles()
void WSM::Quaternion3d::getEulerAngles |
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double & |
aX, |
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double & |
aY, |
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double & |
aZ |
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Get the Euler angles from the quaternion.
◆ getInverted()
◆ getRotation()
void WSM::Quaternion3d::getRotation |
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WSM::Vector3d & |
aAxis, |
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double & |
aAngle |
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Get the axis and angle representation.
◆ getTransf3d()
Get the 4x4 matrix from the quaternion.
◆ identity()
◆ invert()
◆ invertFrom()
◆ normalize()
◆ operator!=()
bool WSM::Quaternion3d::operator!= |
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const Quaternion3d & |
aQ | ) |
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◆ operator*() [1/2]
◆ operator*() [2/2]
◆ operator*=()
◆ operator==()
bool WSM::Quaternion3d::operator== |
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const Quaternion3d & |
aQ | ) |
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◆ set()
Quaternion3d & WSM::Quaternion3d::set |
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double |
aX, |
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double |
aY, |
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double |
aZ, |
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double |
aW |
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◆ kCosThreshold
const double WSM::Quaternion3d::kCosThreshold |
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◆ kEpsilon
const double WSM::Quaternion3d::kEpsilon |
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double WSM::Quaternion3d::w = 1.0 |
double WSM::Quaternion3d::x = 0.0 |
double WSM::Quaternion3d::y = 0.0 |
double WSM::Quaternion3d::z = 0.0 |
The documentation for this class was generated from the following file: