ofDocsdocumentation glm glm::quat

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 )