OpenMD 3.0
Molecular Dynamics in the Open
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OpenMD::Quaternion< Real > Member List

This is the complete list of members for OpenMD::Quaternion< Real >, including all inherited members.

add(const Vector< Real, Dim > &v1)OpenMD::Vector< Real, 4 >inline
add(const Vector< Real, Dim > &v1, const Vector< Real, Dim > &v2)OpenMD::Vector< Real, 4 >inline
align(const Vector3< Real > &V1, const Vector3< Real > &V2) (defined in OpenMD::Quaternion< Real >)OpenMD::Quaternion< Real >inline
componentProduct()OpenMD::Vector< Real, 4 >inline
ComputeTwist(const Quaternion &q) (defined in OpenMD::Quaternion< Real >)OpenMD::Quaternion< Real >inline
conjugate() constOpenMD::Quaternion< Real >inline
div(Quaternion< Real > &q)OpenMD::Quaternion< Real >inline
div(const Real &s) (defined in OpenMD::Quaternion< Real >)OpenMD::Quaternion< Real >inline
Vector< Real, 4 >::div(Real s)OpenMD::Vector< Real, 4 >inline
Vector< Real, 4 >::div(const Vector< Real, Dim > &v1, Real s)OpenMD::Vector< Real, 4 >inline
fromAxisAngle(const Vector3< Real > &axis, const Real &angle)OpenMD::Quaternion< Real >inline
fromShortestArc(const Vector3d &from, const Vector3d &to)OpenMD::Quaternion< Real >inline
get_rotation_angle() constOpenMD::Quaternion< Real >inline
getArray(Real *array)OpenMD::Vector< Real, 4 >inline
getArrayPointer()OpenMD::Vector< Real, 4 >inline
getTwistSwingAxisAngle(Real &twistAngle, Real &swingAngle, Vector3< Real > &swingAxis) (defined in OpenMD::Quaternion< Real >)OpenMD::Quaternion< Real >inline
inverse()OpenMD::Quaternion< Real >inline
isNormalized()OpenMD::Vector< Real, 4 >inline
length()OpenMD::Vector< Real, 4 >inline
lengthSquare()OpenMD::Vector< Real, 4 >inline
mul(const Quaternion< Real > &q)OpenMD::Quaternion< Real >inline
mul(const Real &s) (defined in OpenMD::Quaternion< Real >)OpenMD::Quaternion< Real >inline
Vector< Real, 4 >::mul(Real s)OpenMD::Vector< Real, 4 >inline
Vector< Real, 4 >::mul(const Vector< Real, Dim > &v1, Real s)OpenMD::Vector< Real, 4 >inline
negate()OpenMD::Vector< Real, 4 >inline
negate(const Vector< Real, Dim > &v1)OpenMD::Vector< Real, 4 >inline
normalize()OpenMD::Vector< Real, 4 >inline
operator!=(const Vector< Real, Dim > &v)OpenMD::Vector< Real, 4 >inline
operator()(unsigned int i)OpenMD::Vector< Real, 4 >inline
operator()(unsigned int i) constOpenMD::Vector< Real, 4 >inline
operator*=(const Quaternion< Real > &q) (defined in OpenMD::Quaternion< Real >)OpenMD::Quaternion< Real >inline
operator*=(const Real &s) (defined in OpenMD::Quaternion< Real >)OpenMD::Quaternion< Real >inline
Vector< Real, 4 >::operator*=(Real s)OpenMD::Vector< Real, 4 >inline
operator+=(const Vector< Real, Dim > &v1)OpenMD::Vector< Real, 4 >inline
operator-=(const Vector< Real, Dim > &v1)OpenMD::Vector< Real, 4 >inline
operator/=(Quaternion< Real > &q) (defined in OpenMD::Quaternion< Real >)OpenMD::Quaternion< Real >inline
operator/=(const Real &s) (defined in OpenMD::Quaternion< Real >)OpenMD::Quaternion< Real >inline
Vector< Real, 4 >::operator/=(Real s)OpenMD::Vector< Real, 4 >inline
operator=(const Vector< Real, 4 > &v)OpenMD::Quaternion< Real >inline
Vector< Real, 4 >::operator=(const Vector< Real, Dim > &v)OpenMD::Vector< Real, 4 >inline
Vector< Real, 4 >::operator=(const Real *v)OpenMD::Vector< Real, 4 >inline
operator==(const Quaternion< Real > &q)OpenMD::Quaternion< Real >inline
Vector< Real, 4 >::operator==(const Vector< Real, Dim > &v)OpenMD::Vector< Real, 4 >inline
operator[](unsigned int i)OpenMD::Vector< Real, 4 >inline
operator[](unsigned int i) constOpenMD::Vector< Real, 4 >inline
Quaternion() (defined in OpenMD::Quaternion< Real >)OpenMD::Quaternion< Real >inline
Quaternion(Real w, Real x, Real y, Real z)OpenMD::Quaternion< Real >inline
Quaternion(const Vector< Real, 4 > &v)OpenMD::Quaternion< Real >inline
RemoveTwist(Quaternion &q) (defined in OpenMD::Quaternion< Real >)OpenMD::Quaternion< Real >inline
rotate(const Vector3< Real > &v) (defined in OpenMD::Quaternion< Real >)OpenMD::Quaternion< Real >inline
sub(const Vector< Real, Dim > &v1)OpenMD::Vector< Real, 4 >inline
sub(const Vector< Real, Dim > &v1, const Vector &v2)OpenMD::Vector< Real, 4 >inline
sum()OpenMD::Vector< Real, 4 >inline
toAxisAngle(Vector3< Real > &axis, Real &angle) constOpenMD::Quaternion< Real >inline
toRotationMatrix3()OpenMD::Quaternion< Real >inline
toSwingTwist(Real &sx, Real &sy, Real &tw) (defined in OpenMD::Quaternion< Real >)OpenMD::Quaternion< Real >inline
toTwistSwing(Real &tw, Real &sx, Real &sy) (defined in OpenMD::Quaternion< Real >)OpenMD::Quaternion< Real >inline
Vdiv(const Vector< Real, Dim > &v1, const Vector< Real, Dim > &v2)OpenMD::Vector< Real, 4 >inline
Vector()OpenMD::Vector< Real, 4 >inline
Vector(const Vector< Real, Dim > &v)OpenMD::Vector< Real, 4 >inline
Vector(Real *v)OpenMD::Vector< Real, 4 >inline
Vmul(const Vector< Real, Dim > &v1, const Vector< Real, Dim > &v2)OpenMD::Vector< Real, 4 >inline
w() constOpenMD::Quaternion< Real >inline
w()OpenMD::Quaternion< Real >inline
x() constOpenMD::Quaternion< Real >inline
x()OpenMD::Quaternion< Real >inline
y() constOpenMD::Quaternion< Real >inline
y()OpenMD::Quaternion< Real >inline
z() constOpenMD::Quaternion< Real >inline
z()OpenMD::Quaternion< Real >inline
zero()OpenMD::Vector< Real, 4 >inline