quat_t();
quat_t( float x, float y, float z, float w );
+ quat_t( const quat_t & ) = default;
friend void toQuat( idVec3_t &src, quat_t &dst );
friend void toQuat( angles_t &src, quat_t &dst );
void set( float x, float y, float z, float w );
- void operator=( quat_t a );
+ quat_t &operator=( const quat_t &a ) = default;
friend quat_t operator+( quat_t a, quat_t b );
quat_t &operator+=( quat_t a );
this->w = w;
}
-inline void quat_t::operator=( quat_t a ) {
- x = a.x;
- y = a.y;
- z = a.z;
- w = a.w;
-}
-
inline quat_t operator+( quat_t a, quat_t b ) {
return quat_t( a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w );
}