[nnm] No Nonsense Math
0.5.0
A No-Nonsense, C++ 17, single-header-only Math library geared towards graphics programming.
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nnm::Quaternion< Real > Member List
This is the complete list of members for
nnm::Quaternion< Real >
, including all inherited members.
angle
() const
nnm::Quaternion< Real >
inline
angle_to
(const Quaternion &to) const
nnm::Quaternion< Real >
inline
approx_equal
(const Quaternion &other) const
nnm::Quaternion< Real >
inline
at
(const uint8_t index) const
nnm::Quaternion< Real >
inline
at
(const uint8_t index)
nnm::Quaternion< Real >
inline
axis
() const
nnm::Quaternion< Real >
inline
axis_to
(const Quaternion &to) const
nnm::Quaternion< Real >
inline
from_axis_angle
(const Vector3< Real > &axis, const Real angle)
nnm::Quaternion< Real >
inline
static
from_vector_to_vector
(const Vector3< Real > &from, const Vector3< Real > &to)
nnm::Quaternion< Real >
inline
static
identity
()
nnm::Quaternion< Real >
inline
static
inverse
() const
nnm::Quaternion< Real >
inline
length
() const
nnm::Quaternion< Real >
inline
length_sqrd
() const
nnm::Quaternion< Real >
inline
normalize
() const
nnm::Quaternion< Real >
inline
operator bool
() const
nnm::Quaternion< Real >
inline
explicit
operator!=
(const Quaternion &other) const
nnm::Quaternion< Real >
inline
operator*
(const Quaternion &other) const
nnm::Quaternion< Real >
inline
operator*=
(const Quaternion &other)
nnm::Quaternion< Real >
inline
operator<
(const Quaternion &other) const
nnm::Quaternion< Real >
inline
operator==
(const Quaternion &other) const
nnm::Quaternion< Real >
inline
operator[]
(const uint8_t index) const
nnm::Quaternion< Real >
inline
operator[]
(const uint8_t index)
nnm::Quaternion< Real >
inline
Quaternion
()
nnm::Quaternion< Real >
inline
Quaternion
(const Quaternion< Other > &quaternion)
nnm::Quaternion< Real >
inline
explicit
Quaternion
(const Vector4< Real > &vector)
nnm::Quaternion< Real >
inline
explicit
Quaternion
(const Real x, const Real y, const Real z, const Real w)
nnm::Quaternion< Real >
inline
rotate_axis_angle
(const Vector3< Real > &axis, const Real angle) const
nnm::Quaternion< Real >
inline
rotate_quaternion
(const Quaternion &by) const
nnm::Quaternion< Real >
inline
slerp
(const Quaternion &to, const Real weight) const
nnm::Quaternion< Real >
inline
w
nnm::Quaternion< Real >
x
nnm::Quaternion< Real >
y
nnm::Quaternion< Real >
z
nnm::Quaternion< Real >
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