Lines Matching refs:m_w
50 float m_w; variable
61 m_x = x, m_y = y, m_z = z, m_w = w; in Quaternion()
83 inline const float& w() const { return m_w; } in w()
91 m_w = 0.f; in setValue()
100 m_w = w; in setValue()
134 m_x += q.x(); m_y += q.y(); m_z += q.z(); m_w += q.m_w;
141 m_x -= q.x(); m_y -= q.y(); m_z -= q.z(); m_w -= q.m_w;
148 m_x *= s; m_y *= s; m_z *= s; m_w *= s;
155 setValue(m_w * q.x() + m_x * q.m_w + m_y * q.z() - m_z * q.y(),
156 m_w * q.y() + m_y * q.m_w + m_z * q.x() - m_x * q.z(),
157 m_w * q.z() + m_z * q.m_w + m_x * q.y() - m_y * q.x(),
158 m_w * q.m_w - m_x * q.x() - m_y * q.y() - m_z * q.z());
165 return m_x * q.x() + m_y * q.y() + m_z * q.z() + m_w * q.m_w; in dot()
190 return Quaternion(x() * s, y() * s, z() * s, m_w * s);
224 float s = 2.0f * acos(m_w); in getAngle()
231 return Quaternion(m_x, m_y, m_z, -m_w); in inverse()
240 q1.m_w + q2.m_w);
249 q1.m_w - q2.m_w);
256 return Quaternion( - q2.x(), - q2.y(), - q2.z(), - q2.m_w);
281 (m_w * s0 + q.m_w * s1) * d); in slerp()
297 wx = m_w * x2; wy = m_w * y2; wz = m_w * z2; in toOpenGLMatrix()