MbRotation(float q0, float q1, float q2, float q3) Constructor given 4 individual components of a quaternion MbRotation(const MbVec3f &axis, float radians) Constructor given 3D rotation axis vector and angle in radians MbRotation(const MbVec4f &rotation) Constructor given 3D rotation axis vector (0-3) and angle in radians (4) MbRotation(const MbVec3f &rotateFrom, const MbVec3f &rotateTo) Constructor for rotation that rotates one direction vector to another const float* getValue() Returns pointer to array of 4 components defining quaternion void getValue(float &q0, float &q1, float &q2, float &q3) Returns 4 individual components of rotation quaternion void getValue(MbVec3f &axis, float &radians) Returns corresponding 3D rotation axis vector and angle in radians void getValue(MbVec4f &rotation) float& operator [](int i) Accesses indexed component of vector const float& operator [](int i) MbRotation& invert() Changes a rotation to be its inverse MbRotation inverse() Returns the inverse of a rotation MbRotation& setValue(const float q[4]) Sets value of rotation from array of 4 components of a quaternion MbRotation& setValue(float q0, float q1, float q2, float q3) Sets value of rotation from 4 individual components of a quaternion MbRotation& setValue(const MbVec3f &axis, float radians) Sets value of vector from 3D rotation axis vector and angle in radians MbRotation& setValue(const MbVec4f &rotation) MbRotation& setValue(const MbVec3f &rotateFrom, const MbVec3f &rotateTo) Sets rotation to rotate one direction vector to another MbRotation& operator *=(const MbRotation &q) Multiplies by another rotation; results in product of rotations friend int operator ==(const MbRotation &q1, const MbRotation &q2) Equality comparison operator friend int operator !=(const MbRotation &q1, const MbRotation &q2) MbBool equals(const MbRotation &r, float tolerance) Equality comparison within given tolerance - the square of the length of the maximum distance between the two quaternion vectors friend MbRotation operator *(const MbRotation &q1, const MbRotation &q2) Multiplication of two rotations; results in product of rotations void multVec(const MbVec3f &src, MbVec3f &dst) Puts the given vector through this rotation (Multiplies the given vector by the matrix of this rotation), void scaleAngle( float scaleFactor ) Keep the axis the same. Multiply the angle of rotation by the amount 'scaleFactor' static MbRotation slerp(const MbRotation &rot0, const MbRotation &rot1, float t) Spherical linear interpolation: as t goes from 0 to 1, returned value goes from rot0 to rot1 static MbRotation identity() Null rotation float quat[4] Storage for quaternion components float norm() Returns the norm (square of the 4D length) of a rotation's quaterion void normalize() Normalizes a rotation quaternion to unit 4D length
MbRotation(const MbVec3f &axis, float radians) Constructor given 3D rotation axis vector and angle in radians MbRotation(const MbVec4f &rotation) Constructor given 3D rotation axis vector (0-3) and angle in radians (4) MbRotation(const MbVec3f &rotateFrom, const MbVec3f &rotateTo) Constructor for rotation that rotates one direction vector to another const float* getValue() Returns pointer to array of 4 components defining quaternion void getValue(float &q0, float &q1, float &q2, float &q3) Returns 4 individual components of rotation quaternion void getValue(MbVec3f &axis, float &radians) Returns corresponding 3D rotation axis vector and angle in radians void getValue(MbVec4f &rotation) float& operator [](int i) Accesses indexed component of vector const float& operator [](int i) MbRotation& invert() Changes a rotation to be its inverse MbRotation inverse() Returns the inverse of a rotation MbRotation& setValue(const float q[4]) Sets value of rotation from array of 4 components of a quaternion MbRotation& setValue(float q0, float q1, float q2, float q3) Sets value of rotation from 4 individual components of a quaternion MbRotation& setValue(const MbVec3f &axis, float radians) Sets value of vector from 3D rotation axis vector and angle in radians MbRotation& setValue(const MbVec4f &rotation) MbRotation& setValue(const MbVec3f &rotateFrom, const MbVec3f &rotateTo) Sets rotation to rotate one direction vector to another MbRotation& operator *=(const MbRotation &q) Multiplies by another rotation; results in product of rotations friend int operator ==(const MbRotation &q1, const MbRotation &q2) Equality comparison operator friend int operator !=(const MbRotation &q1, const MbRotation &q2) MbBool equals(const MbRotation &r, float tolerance) Equality comparison within given tolerance - the square of the length of the maximum distance between the two quaternion vectors friend MbRotation operator *(const MbRotation &q1, const MbRotation &q2) Multiplication of two rotations; results in product of rotations void multVec(const MbVec3f &src, MbVec3f &dst) Puts the given vector through this rotation (Multiplies the given vector by the matrix of this rotation), void scaleAngle( float scaleFactor ) Keep the axis the same. Multiply the angle of rotation by the amount 'scaleFactor' static MbRotation slerp(const MbRotation &rot0, const MbRotation &rot1, float t) Spherical linear interpolation: as t goes from 0 to 1, returned value goes from rot0 to rot1 static MbRotation identity() Null rotation float quat[4] Storage for quaternion components float norm() Returns the norm (square of the 4D length) of a rotation's quaterion void normalize() Normalizes a rotation quaternion to unit 4D length
MbRotation(const MbVec4f &rotation) Constructor given 3D rotation axis vector (0-3) and angle in radians (4) MbRotation(const MbVec3f &rotateFrom, const MbVec3f &rotateTo) Constructor for rotation that rotates one direction vector to another const float* getValue() Returns pointer to array of 4 components defining quaternion void getValue(float &q0, float &q1, float &q2, float &q3) Returns 4 individual components of rotation quaternion void getValue(MbVec3f &axis, float &radians) Returns corresponding 3D rotation axis vector and angle in radians void getValue(MbVec4f &rotation) float& operator [](int i) Accesses indexed component of vector const float& operator [](int i) MbRotation& invert() Changes a rotation to be its inverse MbRotation inverse() Returns the inverse of a rotation MbRotation& setValue(const float q[4]) Sets value of rotation from array of 4 components of a quaternion MbRotation& setValue(float q0, float q1, float q2, float q3) Sets value of rotation from 4 individual components of a quaternion MbRotation& setValue(const MbVec3f &axis, float radians) Sets value of vector from 3D rotation axis vector and angle in radians MbRotation& setValue(const MbVec4f &rotation) MbRotation& setValue(const MbVec3f &rotateFrom, const MbVec3f &rotateTo) Sets rotation to rotate one direction vector to another MbRotation& operator *=(const MbRotation &q) Multiplies by another rotation; results in product of rotations friend int operator ==(const MbRotation &q1, const MbRotation &q2) Equality comparison operator friend int operator !=(const MbRotation &q1, const MbRotation &q2) MbBool equals(const MbRotation &r, float tolerance) Equality comparison within given tolerance - the square of the length of the maximum distance between the two quaternion vectors friend MbRotation operator *(const MbRotation &q1, const MbRotation &q2) Multiplication of two rotations; results in product of rotations void multVec(const MbVec3f &src, MbVec3f &dst) Puts the given vector through this rotation (Multiplies the given vector by the matrix of this rotation), void scaleAngle( float scaleFactor ) Keep the axis the same. Multiply the angle of rotation by the amount 'scaleFactor' static MbRotation slerp(const MbRotation &rot0, const MbRotation &rot1, float t) Spherical linear interpolation: as t goes from 0 to 1, returned value goes from rot0 to rot1 static MbRotation identity() Null rotation float quat[4] Storage for quaternion components float norm() Returns the norm (square of the 4D length) of a rotation's quaterion void normalize() Normalizes a rotation quaternion to unit 4D length
MbRotation(const MbVec3f &rotateFrom, const MbVec3f &rotateTo) Constructor for rotation that rotates one direction vector to another const float* getValue() Returns pointer to array of 4 components defining quaternion void getValue(float &q0, float &q1, float &q2, float &q3) Returns 4 individual components of rotation quaternion void getValue(MbVec3f &axis, float &radians) Returns corresponding 3D rotation axis vector and angle in radians void getValue(MbVec4f &rotation) float& operator [](int i) Accesses indexed component of vector const float& operator [](int i) MbRotation& invert() Changes a rotation to be its inverse MbRotation inverse() Returns the inverse of a rotation MbRotation& setValue(const float q[4]) Sets value of rotation from array of 4 components of a quaternion MbRotation& setValue(float q0, float q1, float q2, float q3) Sets value of rotation from 4 individual components of a quaternion MbRotation& setValue(const MbVec3f &axis, float radians) Sets value of vector from 3D rotation axis vector and angle in radians MbRotation& setValue(const MbVec4f &rotation) MbRotation& setValue(const MbVec3f &rotateFrom, const MbVec3f &rotateTo) Sets rotation to rotate one direction vector to another MbRotation& operator *=(const MbRotation &q) Multiplies by another rotation; results in product of rotations friend int operator ==(const MbRotation &q1, const MbRotation &q2) Equality comparison operator friend int operator !=(const MbRotation &q1, const MbRotation &q2) MbBool equals(const MbRotation &r, float tolerance) Equality comparison within given tolerance - the square of the length of the maximum distance between the two quaternion vectors friend MbRotation operator *(const MbRotation &q1, const MbRotation &q2) Multiplication of two rotations; results in product of rotations void multVec(const MbVec3f &src, MbVec3f &dst) Puts the given vector through this rotation (Multiplies the given vector by the matrix of this rotation), void scaleAngle( float scaleFactor ) Keep the axis the same. Multiply the angle of rotation by the amount 'scaleFactor' static MbRotation slerp(const MbRotation &rot0, const MbRotation &rot1, float t) Spherical linear interpolation: as t goes from 0 to 1, returned value goes from rot0 to rot1 static MbRotation identity() Null rotation float quat[4] Storage for quaternion components float norm() Returns the norm (square of the 4D length) of a rotation's quaterion void normalize() Normalizes a rotation quaternion to unit 4D length
const float* getValue() Returns pointer to array of 4 components defining quaternion void getValue(float &q0, float &q1, float &q2, float &q3) Returns 4 individual components of rotation quaternion void getValue(MbVec3f &axis, float &radians) Returns corresponding 3D rotation axis vector and angle in radians void getValue(MbVec4f &rotation) float& operator [](int i) Accesses indexed component of vector const float& operator [](int i) MbRotation& invert() Changes a rotation to be its inverse MbRotation inverse() Returns the inverse of a rotation MbRotation& setValue(const float q[4]) Sets value of rotation from array of 4 components of a quaternion MbRotation& setValue(float q0, float q1, float q2, float q3) Sets value of rotation from 4 individual components of a quaternion MbRotation& setValue(const MbVec3f &axis, float radians) Sets value of vector from 3D rotation axis vector and angle in radians MbRotation& setValue(const MbVec4f &rotation) MbRotation& setValue(const MbVec3f &rotateFrom, const MbVec3f &rotateTo) Sets rotation to rotate one direction vector to another MbRotation& operator *=(const MbRotation &q) Multiplies by another rotation; results in product of rotations friend int operator ==(const MbRotation &q1, const MbRotation &q2) Equality comparison operator friend int operator !=(const MbRotation &q1, const MbRotation &q2) MbBool equals(const MbRotation &r, float tolerance) Equality comparison within given tolerance - the square of the length of the maximum distance between the two quaternion vectors friend MbRotation operator *(const MbRotation &q1, const MbRotation &q2) Multiplication of two rotations; results in product of rotations void multVec(const MbVec3f &src, MbVec3f &dst) Puts the given vector through this rotation (Multiplies the given vector by the matrix of this rotation), void scaleAngle( float scaleFactor ) Keep the axis the same. Multiply the angle of rotation by the amount 'scaleFactor' static MbRotation slerp(const MbRotation &rot0, const MbRotation &rot1, float t) Spherical linear interpolation: as t goes from 0 to 1, returned value goes from rot0 to rot1 static MbRotation identity() Null rotation float quat[4] Storage for quaternion components float norm() Returns the norm (square of the 4D length) of a rotation's quaterion void normalize() Normalizes a rotation quaternion to unit 4D length
void getValue(float &q0, float &q1, float &q2, float &q3) Returns 4 individual components of rotation quaternion void getValue(MbVec3f &axis, float &radians) Returns corresponding 3D rotation axis vector and angle in radians void getValue(MbVec4f &rotation) float& operator [](int i) Accesses indexed component of vector const float& operator [](int i) MbRotation& invert() Changes a rotation to be its inverse MbRotation inverse() Returns the inverse of a rotation MbRotation& setValue(const float q[4]) Sets value of rotation from array of 4 components of a quaternion MbRotation& setValue(float q0, float q1, float q2, float q3) Sets value of rotation from 4 individual components of a quaternion MbRotation& setValue(const MbVec3f &axis, float radians) Sets value of vector from 3D rotation axis vector and angle in radians MbRotation& setValue(const MbVec4f &rotation) MbRotation& setValue(const MbVec3f &rotateFrom, const MbVec3f &rotateTo) Sets rotation to rotate one direction vector to another MbRotation& operator *=(const MbRotation &q) Multiplies by another rotation; results in product of rotations friend int operator ==(const MbRotation &q1, const MbRotation &q2) Equality comparison operator friend int operator !=(const MbRotation &q1, const MbRotation &q2) MbBool equals(const MbRotation &r, float tolerance) Equality comparison within given tolerance - the square of the length of the maximum distance between the two quaternion vectors friend MbRotation operator *(const MbRotation &q1, const MbRotation &q2) Multiplication of two rotations; results in product of rotations void multVec(const MbVec3f &src, MbVec3f &dst) Puts the given vector through this rotation (Multiplies the given vector by the matrix of this rotation), void scaleAngle( float scaleFactor ) Keep the axis the same. Multiply the angle of rotation by the amount 'scaleFactor' static MbRotation slerp(const MbRotation &rot0, const MbRotation &rot1, float t) Spherical linear interpolation: as t goes from 0 to 1, returned value goes from rot0 to rot1 static MbRotation identity() Null rotation float quat[4] Storage for quaternion components float norm() Returns the norm (square of the 4D length) of a rotation's quaterion void normalize() Normalizes a rotation quaternion to unit 4D length
void getValue(MbVec3f &axis, float &radians) Returns corresponding 3D rotation axis vector and angle in radians void getValue(MbVec4f &rotation) float& operator [](int i) Accesses indexed component of vector const float& operator [](int i) MbRotation& invert() Changes a rotation to be its inverse MbRotation inverse() Returns the inverse of a rotation MbRotation& setValue(const float q[4]) Sets value of rotation from array of 4 components of a quaternion MbRotation& setValue(float q0, float q1, float q2, float q3) Sets value of rotation from 4 individual components of a quaternion MbRotation& setValue(const MbVec3f &axis, float radians) Sets value of vector from 3D rotation axis vector and angle in radians MbRotation& setValue(const MbVec4f &rotation) MbRotation& setValue(const MbVec3f &rotateFrom, const MbVec3f &rotateTo) Sets rotation to rotate one direction vector to another MbRotation& operator *=(const MbRotation &q) Multiplies by another rotation; results in product of rotations friend int operator ==(const MbRotation &q1, const MbRotation &q2) Equality comparison operator friend int operator !=(const MbRotation &q1, const MbRotation &q2) MbBool equals(const MbRotation &r, float tolerance) Equality comparison within given tolerance - the square of the length of the maximum distance between the two quaternion vectors friend MbRotation operator *(const MbRotation &q1, const MbRotation &q2) Multiplication of two rotations; results in product of rotations void multVec(const MbVec3f &src, MbVec3f &dst) Puts the given vector through this rotation (Multiplies the given vector by the matrix of this rotation), void scaleAngle( float scaleFactor ) Keep the axis the same. Multiply the angle of rotation by the amount 'scaleFactor' static MbRotation slerp(const MbRotation &rot0, const MbRotation &rot1, float t) Spherical linear interpolation: as t goes from 0 to 1, returned value goes from rot0 to rot1 static MbRotation identity() Null rotation float quat[4] Storage for quaternion components float norm() Returns the norm (square of the 4D length) of a rotation's quaterion void normalize() Normalizes a rotation quaternion to unit 4D length
void getValue(MbVec4f &rotation) float& operator [](int i) Accesses indexed component of vector const float& operator [](int i) MbRotation& invert() Changes a rotation to be its inverse MbRotation inverse() Returns the inverse of a rotation MbRotation& setValue(const float q[4]) Sets value of rotation from array of 4 components of a quaternion MbRotation& setValue(float q0, float q1, float q2, float q3) Sets value of rotation from 4 individual components of a quaternion MbRotation& setValue(const MbVec3f &axis, float radians) Sets value of vector from 3D rotation axis vector and angle in radians MbRotation& setValue(const MbVec4f &rotation) MbRotation& setValue(const MbVec3f &rotateFrom, const MbVec3f &rotateTo) Sets rotation to rotate one direction vector to another MbRotation& operator *=(const MbRotation &q) Multiplies by another rotation; results in product of rotations friend int operator ==(const MbRotation &q1, const MbRotation &q2) Equality comparison operator friend int operator !=(const MbRotation &q1, const MbRotation &q2) MbBool equals(const MbRotation &r, float tolerance) Equality comparison within given tolerance - the square of the length of the maximum distance between the two quaternion vectors friend MbRotation operator *(const MbRotation &q1, const MbRotation &q2) Multiplication of two rotations; results in product of rotations void multVec(const MbVec3f &src, MbVec3f &dst) Puts the given vector through this rotation (Multiplies the given vector by the matrix of this rotation), void scaleAngle( float scaleFactor ) Keep the axis the same. Multiply the angle of rotation by the amount 'scaleFactor' static MbRotation slerp(const MbRotation &rot0, const MbRotation &rot1, float t) Spherical linear interpolation: as t goes from 0 to 1, returned value goes from rot0 to rot1 static MbRotation identity() Null rotation float quat[4] Storage for quaternion components float norm() Returns the norm (square of the 4D length) of a rotation's quaterion void normalize() Normalizes a rotation quaternion to unit 4D length
float& operator [](int i) Accesses indexed component of vector const float& operator [](int i) MbRotation& invert() Changes a rotation to be its inverse MbRotation inverse() Returns the inverse of a rotation MbRotation& setValue(const float q[4]) Sets value of rotation from array of 4 components of a quaternion MbRotation& setValue(float q0, float q1, float q2, float q3) Sets value of rotation from 4 individual components of a quaternion MbRotation& setValue(const MbVec3f &axis, float radians) Sets value of vector from 3D rotation axis vector and angle in radians MbRotation& setValue(const MbVec4f &rotation) MbRotation& setValue(const MbVec3f &rotateFrom, const MbVec3f &rotateTo) Sets rotation to rotate one direction vector to another MbRotation& operator *=(const MbRotation &q) Multiplies by another rotation; results in product of rotations friend int operator ==(const MbRotation &q1, const MbRotation &q2) Equality comparison operator friend int operator !=(const MbRotation &q1, const MbRotation &q2) MbBool equals(const MbRotation &r, float tolerance) Equality comparison within given tolerance - the square of the length of the maximum distance between the two quaternion vectors friend MbRotation operator *(const MbRotation &q1, const MbRotation &q2) Multiplication of two rotations; results in product of rotations void multVec(const MbVec3f &src, MbVec3f &dst) Puts the given vector through this rotation (Multiplies the given vector by the matrix of this rotation), void scaleAngle( float scaleFactor ) Keep the axis the same. Multiply the angle of rotation by the amount 'scaleFactor' static MbRotation slerp(const MbRotation &rot0, const MbRotation &rot1, float t) Spherical linear interpolation: as t goes from 0 to 1, returned value goes from rot0 to rot1 static MbRotation identity() Null rotation float quat[4] Storage for quaternion components float norm() Returns the norm (square of the 4D length) of a rotation's quaterion void normalize() Normalizes a rotation quaternion to unit 4D length
const float& operator [](int i) MbRotation& invert() Changes a rotation to be its inverse MbRotation inverse() Returns the inverse of a rotation MbRotation& setValue(const float q[4]) Sets value of rotation from array of 4 components of a quaternion MbRotation& setValue(float q0, float q1, float q2, float q3) Sets value of rotation from 4 individual components of a quaternion MbRotation& setValue(const MbVec3f &axis, float radians) Sets value of vector from 3D rotation axis vector and angle in radians MbRotation& setValue(const MbVec4f &rotation) MbRotation& setValue(const MbVec3f &rotateFrom, const MbVec3f &rotateTo) Sets rotation to rotate one direction vector to another MbRotation& operator *=(const MbRotation &q) Multiplies by another rotation; results in product of rotations friend int operator ==(const MbRotation &q1, const MbRotation &q2) Equality comparison operator friend int operator !=(const MbRotation &q1, const MbRotation &q2) MbBool equals(const MbRotation &r, float tolerance) Equality comparison within given tolerance - the square of the length of the maximum distance between the two quaternion vectors friend MbRotation operator *(const MbRotation &q1, const MbRotation &q2) Multiplication of two rotations; results in product of rotations void multVec(const MbVec3f &src, MbVec3f &dst) Puts the given vector through this rotation (Multiplies the given vector by the matrix of this rotation), void scaleAngle( float scaleFactor ) Keep the axis the same. Multiply the angle of rotation by the amount 'scaleFactor' static MbRotation slerp(const MbRotation &rot0, const MbRotation &rot1, float t) Spherical linear interpolation: as t goes from 0 to 1, returned value goes from rot0 to rot1 static MbRotation identity() Null rotation float quat[4] Storage for quaternion components float norm() Returns the norm (square of the 4D length) of a rotation's quaterion void normalize() Normalizes a rotation quaternion to unit 4D length
MbRotation& invert() Changes a rotation to be its inverse MbRotation inverse() Returns the inverse of a rotation MbRotation& setValue(const float q[4]) Sets value of rotation from array of 4 components of a quaternion MbRotation& setValue(float q0, float q1, float q2, float q3) Sets value of rotation from 4 individual components of a quaternion MbRotation& setValue(const MbVec3f &axis, float radians) Sets value of vector from 3D rotation axis vector and angle in radians MbRotation& setValue(const MbVec4f &rotation) MbRotation& setValue(const MbVec3f &rotateFrom, const MbVec3f &rotateTo) Sets rotation to rotate one direction vector to another MbRotation& operator *=(const MbRotation &q) Multiplies by another rotation; results in product of rotations friend int operator ==(const MbRotation &q1, const MbRotation &q2) Equality comparison operator friend int operator !=(const MbRotation &q1, const MbRotation &q2) MbBool equals(const MbRotation &r, float tolerance) Equality comparison within given tolerance - the square of the length of the maximum distance between the two quaternion vectors friend MbRotation operator *(const MbRotation &q1, const MbRotation &q2) Multiplication of two rotations; results in product of rotations void multVec(const MbVec3f &src, MbVec3f &dst) Puts the given vector through this rotation (Multiplies the given vector by the matrix of this rotation), void scaleAngle( float scaleFactor ) Keep the axis the same. Multiply the angle of rotation by the amount 'scaleFactor' static MbRotation slerp(const MbRotation &rot0, const MbRotation &rot1, float t) Spherical linear interpolation: as t goes from 0 to 1, returned value goes from rot0 to rot1 static MbRotation identity() Null rotation float quat[4] Storage for quaternion components float norm() Returns the norm (square of the 4D length) of a rotation's quaterion void normalize() Normalizes a rotation quaternion to unit 4D length
MbRotation inverse() Returns the inverse of a rotation MbRotation& setValue(const float q[4]) Sets value of rotation from array of 4 components of a quaternion MbRotation& setValue(float q0, float q1, float q2, float q3) Sets value of rotation from 4 individual components of a quaternion MbRotation& setValue(const MbVec3f &axis, float radians) Sets value of vector from 3D rotation axis vector and angle in radians MbRotation& setValue(const MbVec4f &rotation) MbRotation& setValue(const MbVec3f &rotateFrom, const MbVec3f &rotateTo) Sets rotation to rotate one direction vector to another MbRotation& operator *=(const MbRotation &q) Multiplies by another rotation; results in product of rotations friend int operator ==(const MbRotation &q1, const MbRotation &q2) Equality comparison operator friend int operator !=(const MbRotation &q1, const MbRotation &q2) MbBool equals(const MbRotation &r, float tolerance) Equality comparison within given tolerance - the square of the length of the maximum distance between the two quaternion vectors friend MbRotation operator *(const MbRotation &q1, const MbRotation &q2) Multiplication of two rotations; results in product of rotations void multVec(const MbVec3f &src, MbVec3f &dst) Puts the given vector through this rotation (Multiplies the given vector by the matrix of this rotation), void scaleAngle( float scaleFactor ) Keep the axis the same. Multiply the angle of rotation by the amount 'scaleFactor' static MbRotation slerp(const MbRotation &rot0, const MbRotation &rot1, float t) Spherical linear interpolation: as t goes from 0 to 1, returned value goes from rot0 to rot1 static MbRotation identity() Null rotation float quat[4] Storage for quaternion components float norm() Returns the norm (square of the 4D length) of a rotation's quaterion void normalize() Normalizes a rotation quaternion to unit 4D length
MbRotation& setValue(const float q[4]) Sets value of rotation from array of 4 components of a quaternion MbRotation& setValue(float q0, float q1, float q2, float q3) Sets value of rotation from 4 individual components of a quaternion MbRotation& setValue(const MbVec3f &axis, float radians) Sets value of vector from 3D rotation axis vector and angle in radians MbRotation& setValue(const MbVec4f &rotation) MbRotation& setValue(const MbVec3f &rotateFrom, const MbVec3f &rotateTo) Sets rotation to rotate one direction vector to another MbRotation& operator *=(const MbRotation &q) Multiplies by another rotation; results in product of rotations friend int operator ==(const MbRotation &q1, const MbRotation &q2) Equality comparison operator friend int operator !=(const MbRotation &q1, const MbRotation &q2) MbBool equals(const MbRotation &r, float tolerance) Equality comparison within given tolerance - the square of the length of the maximum distance between the two quaternion vectors friend MbRotation operator *(const MbRotation &q1, const MbRotation &q2) Multiplication of two rotations; results in product of rotations void multVec(const MbVec3f &src, MbVec3f &dst) Puts the given vector through this rotation (Multiplies the given vector by the matrix of this rotation), void scaleAngle( float scaleFactor ) Keep the axis the same. Multiply the angle of rotation by the amount 'scaleFactor' static MbRotation slerp(const MbRotation &rot0, const MbRotation &rot1, float t) Spherical linear interpolation: as t goes from 0 to 1, returned value goes from rot0 to rot1 static MbRotation identity() Null rotation float quat[4] Storage for quaternion components float norm() Returns the norm (square of the 4D length) of a rotation's quaterion void normalize() Normalizes a rotation quaternion to unit 4D length
MbRotation& setValue(float q0, float q1, float q2, float q3) Sets value of rotation from 4 individual components of a quaternion MbRotation& setValue(const MbVec3f &axis, float radians) Sets value of vector from 3D rotation axis vector and angle in radians MbRotation& setValue(const MbVec4f &rotation) MbRotation& setValue(const MbVec3f &rotateFrom, const MbVec3f &rotateTo) Sets rotation to rotate one direction vector to another MbRotation& operator *=(const MbRotation &q) Multiplies by another rotation; results in product of rotations friend int operator ==(const MbRotation &q1, const MbRotation &q2) Equality comparison operator friend int operator !=(const MbRotation &q1, const MbRotation &q2) MbBool equals(const MbRotation &r, float tolerance) Equality comparison within given tolerance - the square of the length of the maximum distance between the two quaternion vectors friend MbRotation operator *(const MbRotation &q1, const MbRotation &q2) Multiplication of two rotations; results in product of rotations void multVec(const MbVec3f &src, MbVec3f &dst) Puts the given vector through this rotation (Multiplies the given vector by the matrix of this rotation), void scaleAngle( float scaleFactor ) Keep the axis the same. Multiply the angle of rotation by the amount 'scaleFactor' static MbRotation slerp(const MbRotation &rot0, const MbRotation &rot1, float t) Spherical linear interpolation: as t goes from 0 to 1, returned value goes from rot0 to rot1 static MbRotation identity() Null rotation float quat[4] Storage for quaternion components float norm() Returns the norm (square of the 4D length) of a rotation's quaterion void normalize() Normalizes a rotation quaternion to unit 4D length
MbRotation& setValue(const MbVec3f &axis, float radians) Sets value of vector from 3D rotation axis vector and angle in radians MbRotation& setValue(const MbVec4f &rotation) MbRotation& setValue(const MbVec3f &rotateFrom, const MbVec3f &rotateTo) Sets rotation to rotate one direction vector to another MbRotation& operator *=(const MbRotation &q) Multiplies by another rotation; results in product of rotations friend int operator ==(const MbRotation &q1, const MbRotation &q2) Equality comparison operator friend int operator !=(const MbRotation &q1, const MbRotation &q2) MbBool equals(const MbRotation &r, float tolerance) Equality comparison within given tolerance - the square of the length of the maximum distance between the two quaternion vectors friend MbRotation operator *(const MbRotation &q1, const MbRotation &q2) Multiplication of two rotations; results in product of rotations void multVec(const MbVec3f &src, MbVec3f &dst) Puts the given vector through this rotation (Multiplies the given vector by the matrix of this rotation), void scaleAngle( float scaleFactor ) Keep the axis the same. Multiply the angle of rotation by the amount 'scaleFactor' static MbRotation slerp(const MbRotation &rot0, const MbRotation &rot1, float t) Spherical linear interpolation: as t goes from 0 to 1, returned value goes from rot0 to rot1 static MbRotation identity() Null rotation float quat[4] Storage for quaternion components float norm() Returns the norm (square of the 4D length) of a rotation's quaterion void normalize() Normalizes a rotation quaternion to unit 4D length
MbRotation& setValue(const MbVec4f &rotation) MbRotation& setValue(const MbVec3f &rotateFrom, const MbVec3f &rotateTo) Sets rotation to rotate one direction vector to another MbRotation& operator *=(const MbRotation &q) Multiplies by another rotation; results in product of rotations friend int operator ==(const MbRotation &q1, const MbRotation &q2) Equality comparison operator friend int operator !=(const MbRotation &q1, const MbRotation &q2) MbBool equals(const MbRotation &r, float tolerance) Equality comparison within given tolerance - the square of the length of the maximum distance between the two quaternion vectors friend MbRotation operator *(const MbRotation &q1, const MbRotation &q2) Multiplication of two rotations; results in product of rotations void multVec(const MbVec3f &src, MbVec3f &dst) Puts the given vector through this rotation (Multiplies the given vector by the matrix of this rotation), void scaleAngle( float scaleFactor ) Keep the axis the same. Multiply the angle of rotation by the amount 'scaleFactor' static MbRotation slerp(const MbRotation &rot0, const MbRotation &rot1, float t) Spherical linear interpolation: as t goes from 0 to 1, returned value goes from rot0 to rot1 static MbRotation identity() Null rotation float quat[4] Storage for quaternion components float norm() Returns the norm (square of the 4D length) of a rotation's quaterion void normalize() Normalizes a rotation quaternion to unit 4D length
MbRotation& setValue(const MbVec3f &rotateFrom, const MbVec3f &rotateTo) Sets rotation to rotate one direction vector to another MbRotation& operator *=(const MbRotation &q) Multiplies by another rotation; results in product of rotations friend int operator ==(const MbRotation &q1, const MbRotation &q2) Equality comparison operator friend int operator !=(const MbRotation &q1, const MbRotation &q2) MbBool equals(const MbRotation &r, float tolerance) Equality comparison within given tolerance - the square of the length of the maximum distance between the two quaternion vectors friend MbRotation operator *(const MbRotation &q1, const MbRotation &q2) Multiplication of two rotations; results in product of rotations void multVec(const MbVec3f &src, MbVec3f &dst) Puts the given vector through this rotation (Multiplies the given vector by the matrix of this rotation), void scaleAngle( float scaleFactor ) Keep the axis the same. Multiply the angle of rotation by the amount 'scaleFactor' static MbRotation slerp(const MbRotation &rot0, const MbRotation &rot1, float t) Spherical linear interpolation: as t goes from 0 to 1, returned value goes from rot0 to rot1 static MbRotation identity() Null rotation float quat[4] Storage for quaternion components float norm() Returns the norm (square of the 4D length) of a rotation's quaterion void normalize() Normalizes a rotation quaternion to unit 4D length
MbRotation& operator *=(const MbRotation &q) Multiplies by another rotation; results in product of rotations friend int operator ==(const MbRotation &q1, const MbRotation &q2) Equality comparison operator friend int operator !=(const MbRotation &q1, const MbRotation &q2) MbBool equals(const MbRotation &r, float tolerance) Equality comparison within given tolerance - the square of the length of the maximum distance between the two quaternion vectors friend MbRotation operator *(const MbRotation &q1, const MbRotation &q2) Multiplication of two rotations; results in product of rotations void multVec(const MbVec3f &src, MbVec3f &dst) Puts the given vector through this rotation (Multiplies the given vector by the matrix of this rotation), void scaleAngle( float scaleFactor ) Keep the axis the same. Multiply the angle of rotation by the amount 'scaleFactor' static MbRotation slerp(const MbRotation &rot0, const MbRotation &rot1, float t) Spherical linear interpolation: as t goes from 0 to 1, returned value goes from rot0 to rot1 static MbRotation identity() Null rotation float quat[4] Storage for quaternion components float norm() Returns the norm (square of the 4D length) of a rotation's quaterion void normalize() Normalizes a rotation quaternion to unit 4D length
friend int operator ==(const MbRotation &q1, const MbRotation &q2) Equality comparison operator friend int operator !=(const MbRotation &q1, const MbRotation &q2) MbBool equals(const MbRotation &r, float tolerance) Equality comparison within given tolerance - the square of the length of the maximum distance between the two quaternion vectors friend MbRotation operator *(const MbRotation &q1, const MbRotation &q2) Multiplication of two rotations; results in product of rotations void multVec(const MbVec3f &src, MbVec3f &dst) Puts the given vector through this rotation (Multiplies the given vector by the matrix of this rotation), void scaleAngle( float scaleFactor ) Keep the axis the same. Multiply the angle of rotation by the amount 'scaleFactor' static MbRotation slerp(const MbRotation &rot0, const MbRotation &rot1, float t) Spherical linear interpolation: as t goes from 0 to 1, returned value goes from rot0 to rot1 static MbRotation identity() Null rotation float quat[4] Storage for quaternion components float norm() Returns the norm (square of the 4D length) of a rotation's quaterion void normalize() Normalizes a rotation quaternion to unit 4D length
friend int operator !=(const MbRotation &q1, const MbRotation &q2) MbBool equals(const MbRotation &r, float tolerance) Equality comparison within given tolerance - the square of the length of the maximum distance between the two quaternion vectors friend MbRotation operator *(const MbRotation &q1, const MbRotation &q2) Multiplication of two rotations; results in product of rotations void multVec(const MbVec3f &src, MbVec3f &dst) Puts the given vector through this rotation (Multiplies the given vector by the matrix of this rotation), void scaleAngle( float scaleFactor ) Keep the axis the same. Multiply the angle of rotation by the amount 'scaleFactor' static MbRotation slerp(const MbRotation &rot0, const MbRotation &rot1, float t) Spherical linear interpolation: as t goes from 0 to 1, returned value goes from rot0 to rot1 static MbRotation identity() Null rotation float quat[4] Storage for quaternion components float norm() Returns the norm (square of the 4D length) of a rotation's quaterion void normalize() Normalizes a rotation quaternion to unit 4D length
MbBool equals(const MbRotation &r, float tolerance) Equality comparison within given tolerance - the square of the length of the maximum distance between the two quaternion vectors friend MbRotation operator *(const MbRotation &q1, const MbRotation &q2) Multiplication of two rotations; results in product of rotations void multVec(const MbVec3f &src, MbVec3f &dst) Puts the given vector through this rotation (Multiplies the given vector by the matrix of this rotation), void scaleAngle( float scaleFactor ) Keep the axis the same. Multiply the angle of rotation by the amount 'scaleFactor' static MbRotation slerp(const MbRotation &rot0, const MbRotation &rot1, float t) Spherical linear interpolation: as t goes from 0 to 1, returned value goes from rot0 to rot1 static MbRotation identity() Null rotation float quat[4] Storage for quaternion components float norm() Returns the norm (square of the 4D length) of a rotation's quaterion void normalize() Normalizes a rotation quaternion to unit 4D length
friend MbRotation operator *(const MbRotation &q1, const MbRotation &q2) Multiplication of two rotations; results in product of rotations void multVec(const MbVec3f &src, MbVec3f &dst) Puts the given vector through this rotation (Multiplies the given vector by the matrix of this rotation), void scaleAngle( float scaleFactor ) Keep the axis the same. Multiply the angle of rotation by the amount 'scaleFactor' static MbRotation slerp(const MbRotation &rot0, const MbRotation &rot1, float t) Spherical linear interpolation: as t goes from 0 to 1, returned value goes from rot0 to rot1 static MbRotation identity() Null rotation float quat[4] Storage for quaternion components float norm() Returns the norm (square of the 4D length) of a rotation's quaterion void normalize() Normalizes a rotation quaternion to unit 4D length
void multVec(const MbVec3f &src, MbVec3f &dst) Puts the given vector through this rotation (Multiplies the given vector by the matrix of this rotation), void scaleAngle( float scaleFactor ) Keep the axis the same. Multiply the angle of rotation by the amount 'scaleFactor' static MbRotation slerp(const MbRotation &rot0, const MbRotation &rot1, float t) Spherical linear interpolation: as t goes from 0 to 1, returned value goes from rot0 to rot1 static MbRotation identity() Null rotation float quat[4] Storage for quaternion components float norm() Returns the norm (square of the 4D length) of a rotation's quaterion void normalize() Normalizes a rotation quaternion to unit 4D length
void scaleAngle( float scaleFactor ) Keep the axis the same. Multiply the angle of rotation by the amount 'scaleFactor' static MbRotation slerp(const MbRotation &rot0, const MbRotation &rot1, float t) Spherical linear interpolation: as t goes from 0 to 1, returned value goes from rot0 to rot1 static MbRotation identity() Null rotation float quat[4] Storage for quaternion components float norm() Returns the norm (square of the 4D length) of a rotation's quaterion void normalize() Normalizes a rotation quaternion to unit 4D length
static MbRotation slerp(const MbRotation &rot0, const MbRotation &rot1, float t) Spherical linear interpolation: as t goes from 0 to 1, returned value goes from rot0 to rot1 static MbRotation identity() Null rotation float quat[4] Storage for quaternion components float norm() Returns the norm (square of the 4D length) of a rotation's quaterion void normalize() Normalizes a rotation quaternion to unit 4D length
static MbRotation identity() Null rotation float quat[4] Storage for quaternion components float norm() Returns the norm (square of the 4D length) of a rotation's quaterion void normalize() Normalizes a rotation quaternion to unit 4D length
float quat[4] Storage for quaternion components float norm() Returns the norm (square of the 4D length) of a rotation's quaterion void normalize() Normalizes a rotation quaternion to unit 4D length
float norm() Returns the norm (square of the 4D length) of a rotation's quaterion void normalize() Normalizes a rotation quaternion to unit 4D length
void normalize() Normalizes a rotation quaternion to unit 4D length
alphabetic index hierarchy of classes
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