convert(const vec3d< T > &p) | math3d::quaternion< T > | [inline, static] |
convert(const T *p) | math3d::quaternion< T > | [inline, static] |
i | math3d::quaternion< T > | |
j | math3d::quaternion< T > | |
k | math3d::quaternion< T > | |
operator*=(T a) | math3d::quaternion< T > | [inline] |
operator+=(const quaternion< T > &a) | math3d::quaternion< T > | [inline] |
operator<<(std::ostream &os, const quaternion< T > &q) | math3d::quaternion< T > | [friend] |
operator>>(std::istream &is, quaternion< T > &q) | math3d::quaternion< T > | [friend] |
quaternion(T v=0) | math3d::quaternion< T > | [inline, explicit] |
quaternion(T ww, T ii, T jj, T kk) | math3d::quaternion< T > | [inline] |
to_vector(T *p) const | math3d::quaternion< T > | [inline] |
w | math3d::quaternion< T > |