<divclass="ttc"id="a00769_html_gafcb78dfff45fbf19a7fcb2bd03fbf196"><divclass="ttname"><ahref="a00769.html#gafcb78dfff45fbf19a7fcb2bd03fbf196">glm::rotate</a></div><divclass="ttdeci">GLM_FUNC_DECL vec< 4, T, Q > rotate(qua< T, Q > const &q, vec< 4, T, Q > const &v)</div><divclass="ttdoc">Rotates a 4 components vector by a quaternion. </div></div>
<divclass="ttc"id="a00769_html_gadc576cc957adc2a568cdcbc3799175bc"><divclass="ttname"><ahref="a00769.html#gadc576cc957adc2a568cdcbc3799175bc">glm::shortMix</a></div><divclass="ttdeci">GLM_FUNC_DECL qua< T, Q > shortMix(qua< T, Q > const &x, qua< T, Q > const &y, T const &a)</div><divclass="ttdoc">Quaternion interpolation using the rotation short path. </div></div>
<divclass="ttc"id="a00769_html_ga5eb36f51e1638e710451eba194dbc011"><divclass="ttname"><ahref="a00769.html#ga5eb36f51e1638e710451eba194dbc011">glm::toQuat</a></div><divclass="ttdeci">GLM_FUNC_DECL qua< T, Q > toQuat(mat< 4, 4, T, Q > const &x)</div><divclass="ttdoc">Converts a 4 * 4 matrix to a quaternion. </div><divclass="ttdef"><b>Definition:</b><ahref="a01373_source.html#l00134">gtx/quaternion.hpp:134</a></div></div>
<divclass="ttc"id="a00769_html_gaab0afabb894b28a983fb8ec610409d56"><divclass="ttname"><ahref="a00769.html#gaab0afabb894b28a983fb8ec610409d56">glm::toMat3</a></div><divclass="ttdeci">GLM_FUNC_DECL mat< 3, 3, T, Q > toMat3(qua< T, Q > const &x)</div><divclass="ttdoc">Converts a quaternion to a 3 * 3 matrix. </div><divclass="ttdef"><b>Definition:</b><ahref="a01373_source.html#l00113">gtx/quaternion.hpp:113</a></div></div>
<divclass="ttc"id="a00769_html_gacc5cd5f3e78de61d141c2355417424de"><divclass="ttname"><ahref="a00769.html#gacc5cd5f3e78de61d141c2355417424de">glm::intermediate</a></div><divclass="ttdeci">GLM_FUNC_DECL qua< T, Q > intermediate(qua< T, Q > const &prev, qua< T, Q > const &curr, qua< T, Q > const &next)</div><divclass="ttdoc">Returns an intermediate control point for squad interpolation. </div></div>
<divclass="ttc"id="a00769_html_ga9f5f77255756e5668dfee7f0d07ed021"><divclass="ttname"><ahref="a00769.html#ga9f5f77255756e5668dfee7f0d07ed021">glm::cross</a></div><divclass="ttdeci">GLM_FUNC_DECL vec< 3, T, Q > cross(vec< 3, T, Q > const &v, qua< T, Q > const &q)</div><divclass="ttdoc">Compute a cross product between a vector and a quaternion. </div></div>
<divclass="ttc"id="a00663_html_ga333ab70047fbe4132406100c292dbc89"><divclass="ttname"><ahref="a00663.html#ga333ab70047fbe4132406100c292dbc89">glm::mat3_cast</a></div><divclass="ttdeci">GLM_FUNC_DECL mat< 3, 3, T, Q > mat3_cast(qua< T, Q > const &x)</div><divclass="ttdoc">Converts a quaternion to a 3 * 3 matrix. </div></div>
<divclass="ttc"id="a00769_html_ga321953c1b2e7befe6f5dcfddbfc6b76b"><divclass="ttname"><ahref="a00769.html#ga321953c1b2e7befe6f5dcfddbfc6b76b">glm::extractRealComponent</a></div><divclass="ttdeci">GLM_FUNC_DECL T extractRealComponent(qua< T, Q > const &q)</div><divclass="ttdoc">Extract the real component of a quaternion. </div></div>
<divclass="ttc"id="a00769_html_ga0b9bf3459e132ad8a18fe970669e3e35"><divclass="ttname"><ahref="a00769.html#ga0b9bf3459e132ad8a18fe970669e3e35">glm::squad</a></div><divclass="ttdeci">GLM_FUNC_DECL qua< T, Q > squad(qua< T, Q > const &q1, qua< T, Q > const &q2, qua< T, Q > const &s1, qua< T, Q > const &s2, T const &h)</div><divclass="ttdoc">Compute a point on a path according squad equation. </div></div>
<divclass="ttc"id="a00769_html_ga03e61282831cc3f52cc76f72f52ad2c5"><divclass="ttname"><ahref="a00769.html#ga03e61282831cc3f52cc76f72f52ad2c5">glm::rotation</a></div><divclass="ttdeci">GLM_FUNC_DECL qua< T, Q > rotation(vec< 3, T, Q > const &orig, vec< 3, T, Q > const &dest)</div><divclass="ttdoc">Compute the rotation between two vectors. </div></div>
<divclass="ttc"id="a00769_html_gadfa2c77094e8cc9adad321d938855ffb"><divclass="ttname"><ahref="a00769.html#gadfa2c77094e8cc9adad321d938855ffb">glm::toMat4</a></div><divclass="ttdeci">GLM_FUNC_DECL mat< 4, 4, T, Q > toMat4(qua< T, Q > const &x)</div><divclass="ttdoc">Converts a quaternion to a 4 * 4 matrix. </div><divclass="ttdef"><b>Definition:</b><ahref="a01373_source.html#l00120">gtx/quaternion.hpp:120</a></div></div>
<divclass="ttc"id="a00663_html_ga1113212d9bdefc2e31ad40e5bbb506f3"><divclass="ttname"><ahref="a00663.html#ga1113212d9bdefc2e31ad40e5bbb506f3">glm::mat4_cast</a></div><divclass="ttdeci">GLM_FUNC_DECL mat< 4, 4, T, Q > mat4_cast(qua< T, Q > const &x)</div><divclass="ttdoc">Converts a quaternion to a 4 * 4 matrix. </div></div>