angularDisplacementTimeDerivative(Vec3D v) const | Quaternion | |
angularVelocityBodyFixedFrameToAngularDisplacement(Vec3D v) const | Quaternion | |
applyCInverse(Quaternion q) const | Quaternion | |
getAngleZ() const | Quaternion | |
getAxis() const | Quaternion | |
getComponent(int index) const | Quaternion | |
getDistance(const Quaternion &a, const Quaternion &b) | Quaternion | static |
getDistance(Vec3D p, Vec3D p0) const | Quaternion | |
getDistanceSquared(const Quaternion &a, const Quaternion &b) | Quaternion | static |
getEuler() const | Quaternion | |
getLength(const Quaternion &a) | Quaternion | static |
getLength() const | Quaternion | |
getLengthSquared(const Quaternion &a) | Quaternion | static |
getLengthSquared() const | Quaternion | |
getRotationMatrix(SmallMatrix< 3, 3 > &A) const | Quaternion | |
getUnitQuaternion(const Quaternion &a) | Quaternion | static |
isEqualTo(const Quaternion &other, double tol) const | Quaternion | |
isUnity() const | Quaternion | inline |
normalise() | Quaternion | |
operator*(Mdouble a) const | Quaternion | |
operator*(Mdouble a, const Quaternion &b) | Quaternion | friend |
operator*=(Mdouble a) | Quaternion | |
operator+(const Quaternion &a) const | Quaternion | |
operator+(Mdouble a, const Quaternion &b) | Quaternion | friend |
operator+=(const Quaternion &a) | Quaternion | |
operator-(const Quaternion &a) const | Quaternion | |
operator-(Mdouble a, const Quaternion &b) | Quaternion | friend |
operator-(const Quaternion &a) | Quaternion | friend |
operator-=(const Quaternion &a) | Quaternion | |
operator/(Mdouble a) const | Quaternion | |
operator/=(Mdouble a) | Quaternion | |
operator<<(std::ostream &os, const Quaternion &a) | Quaternion | friend |
operator>>(std::istream &is, Quaternion &a) | Quaternion | friend |
q0 | Quaternion | |
q1 | Quaternion | |
q2 | Quaternion | |
q3 | Quaternion | |
Quaternion() | Quaternion | |
Quaternion(Mdouble q0, Mdouble q1, Mdouble q2, Mdouble q3) | Quaternion | |
Quaternion(Vec3D normal) | Quaternion | inline |
rotate(Vec3D &position) const | Quaternion | |
rotate(const Vec3D &position) const | Quaternion | |
rotate(SmallVector< 3 > &position) const | Quaternion | |
rotateBack(Vec3D &position) const | Quaternion | |
rotateBack(const Vec3D &position) const | Quaternion | |
rotateInverseInertiaTensor(const MatrixSymmetric3D &invI) const | Quaternion | |
rotateTensor(SmallMatrix< 3, 3 > I) const | Quaternion | |
setAngleZ(Mdouble psi) | Quaternion | |
setComponent(int index, double val) | Quaternion | |
setEuler(const Vec3D &e) | Quaternion | |
setLength(Mdouble length) | Quaternion | |
setOrientationViaNormal(Vec3D normal) | Quaternion | |
setUnity() | Quaternion | |
updateAngularDisplacement(Vec3D angularVelocityDt) | Quaternion | |