glm::quat
length( )
glm::tquat::length_type length()Return the count of components of a quaternion
operator*=( ... )
glm::quat & operator*=(U s)operator/=( ... )
glm::quat & operator/=(U s)operator=( ... )
glm::quat & operator=(const glm::quat &m=P)operator[]( ... )
T & operator[](glm::tquat::length_type i)operator[]( ... )
const T & operator[](glm::tquat::length_type i)tquat( ... )
tquat(const glm::vec3 &eulerAngles=P)Build a quaternion from euler angles (pitch, yaw, roll), in radians.
tquat( ... )
tquat(const glm::mat3 &m=P)tquat( ... )
tquat(const glm::mat4 &m=P)tquat( ... )
tquat(const glm::quat &q=P)tquat( ... )
tquat(const T &s, const glm::vec3 &v=P)tquat( ... )
tquat(const glm::vec3 &u=P, const glm::vec3 &v=P)Create a quaternion from two normalized axis
Parameters:
u A first normalized axis
v A second normalized axis
See also: gtc_quaternion
See also: http://lolengine.net/blog/2013/09/18/beautiful-maths-quaternion-from-vectors
tquat( ... )
tquat(const T &w, const T &x, const T &y, const T &z)tquat( )
tquat()tquat( ... )
tquat(glm::ctor )