| angularDisplacementTimeDerivative(Vec3D v) const | Quaternion | |
| angularVelocityBodyFixedFrameToAngularDisplacement(Vec3D v) const | Quaternion | |
| applyCInverse(Quaternion q) const | Quaternion | |
| fromAxisAndAngle(const Vec3D &axis, const Mdouble &angle) | Quaternion | inlinestatic |
| 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 |
| multiplyQuaternions(const Quaternion &q, const Quaternion &r) | Quaternion | inlinestatic |
| 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 | |