Quaternion(float x_, float y_, float z_, float w_) : x(x_), y(y_), z(z_), w(w_) {}
Quaternion(const Vector3 &v, float s) : x(v.x), y(v.y), z(v.z), w(s) {}
Quaternion(float x_, float y_, float z_, float w_) : x(x_), y(y_), z(z_), w(w_) {}
Quaternion(const Vector3 &v, float s) : x(v.x), y(v.y), z(v.z), w(s) {}