8 float x, y, z, w; // w + xi + yj + zk
10 Quaternion() : x(0), y(0), z(0), w(1) {}
11 Quaternion(float x_, float y_, float z_, float w_) : x(x_), y(y_), z(z_), w(w_) {}
12 Quaternion(const Vector3 &v, float s) : x(v.x), y(v.y), z(v.z), w(s) {}
19 #endif // QUATERNION_H_