AxisAngleToQuat(VECTOR axis, GLfloat theta) | QUAT | |
CopyQuat(QUAT q) | QUAT | |
EulerToQuat(GLfloat pitch, GLfloat yaw, GLfloat roll) | QUAT | |
MagnitudeQuat() | QUAT | |
MatrixToQuat(float m[4][4]) | QUAT | |
MultQuat(QUAT q) | QUAT | |
NormaliseQuat() | QUAT | |
QUAT(GLfloat sx=0, GLfloat sy=0, GLfloat sz=0, GLfloat sw=1) | QUAT | |
Reset() | QUAT | |
Set(GLfloat sx, GLfloat sy, GLfloat sz, GLfloat sw) | QUAT | [inline] |
w | QUAT | |
x | QUAT | |
y | QUAT | |
z | QUAT | |
~QUAT() | QUAT |