@:value({ w : 1., z : 0., y : 0., x : 0. })inlinenew(x:Float = 0., y:Float = 0., z:Float = 0., w:Float = 1.)
w:Float
x:Float
y:Float
z:Float
clone():Quat
inlineconjugate():Void
inlinedot(q:Quat):Float
inlinegetDirection():Vector
inlineidentity():Void
initDirection(dir:Vector):Void
initMoveTo(from:Vector, to:Vector):Void
initNormal(dir:Point):Void
initRotateAxis(x:Float, y:Float, z:Float, a:Float):Void
initRotateMatrix(m:Matrix):Void
initRotation(ax:Float, ay:Float, az:Float):Void
inlinelength():Float
inlinelengthSq():Float
@:value({ nearest : false })inlinelerp(q1:Quat, q2:Quat, v:Float, nearest:Bool = false):Void
inlineload(q:Quat):Void
multiply(q1:Quat, q2:Quat):Void
inlinenegate():Void
Negate the quaternion: this will not change the actual angle, use conjugate for that.
conjugate
normalize():Void
inlineset(x:Float, y:Float, z:Float, w:Float):Void
slerp(q1:Quat, q2:Quat, v:Float):Void
toEuler():Vector
toMatrix(?m:Matrix):Null<Matrix>
Save to a Left-Handed matrix
toString():String