Voxelyze
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Angle() const | Quat3D< T > | [inline] |
AngleAxis(T &angle, Vec3D< T > &axis) const | Quat3D< T > | [inline] |
AngleAxisUnNormalized(T &angle, Vec3D< T > &axis) const | Quat3D< T > | [inline] |
AngleDegrees() const | Quat3D< T > | [inline] |
Axis() const | Quat3D< T > | [inline] |
AxisUnNormalized() const | Quat3D< T > | [inline] |
Conjugate() const | Quat3D< T > | [inline] |
FromAngleToPosX(const Vec3D< T > &RotateFrom) | Quat3D< T > | [inline] |
FromRotationVector(const Vec3D< T > &VecIn) | Quat3D< T > | [inline] |
Inverse() const | Quat3D< T > | [inline] |
IsNegligibleAngle() const | Quat3D< T > | [inline] |
IsSmallAngle() const | Quat3D< T > | [inline] |
Length() const | Quat3D< T > | [inline] |
Length2() const | Quat3D< T > | [inline] |
Normalize() | Quat3D< T > | [inline] |
NormalizeFast() | Quat3D< T > | [inline] |
operator Quat3D< U >() const | Quat3D< T > | [inline] |
operator!=(const Quat3D &s) const | Quat3D< T > | [inline] |
operator*(const U &f) const | Quat3D< T > | [inline] |
operator*(const Quat3D< U > &f) const | Quat3D< T > | [inline] |
operator*(const T f) const | Quat3D< T > | [inline] |
operator*(const T f, const Quat3D v) | Quat3D< T > | [inline] |
operator*(const Quat3D &f) const | Quat3D< T > | [inline] |
operator+(const Quat3D< U > &s) | Quat3D< T > | [inline] |
operator+(const Quat3D &s) const | Quat3D< T > | [inline] |
operator+=(const Quat3D &s) | Quat3D< T > | [inline] |
operator-(const Quat3D &s) const | Quat3D< T > | [inline] |
operator-=(const Quat3D &s) | Quat3D< T > | [inline] |
operator=(const Quat3D< U > &s) | Quat3D< T > | [inline] |
operator=(const Quat3D &s) | Quat3D< T > | [inline] |
operator==(const Quat3D &s) const | Quat3D< T > | [inline] |
Quat3D(void) | Quat3D< T > | [inline] |
Quat3D(const T dw, const T dx, const T dy, const T dz) | Quat3D< T > | [inline] |
Quat3D(const Quat3D &QuatIn) | Quat3D< T > | [inline] |
Quat3D(const Vec3D< T > &VecIn) | Quat3D< T > | [inline] |
Quat3D(const T angle, const Vec3D< T > &axis) | Quat3D< T > | [inline] |
Quat3D(const Vec3D< T > &RotateFrom, const Vec3D< T > &RotateTo) | Quat3D< T > | [inline] |
Quat3D(const Quat3D< U > &QuatIn) | Quat3D< T > | [inline] |
Quat3D(const Vec3D< U > &VecIn) | Quat3D< T > | [inline] |
RotateVec3D(const Vec3D< T > &f) const | Quat3D< T > | [inline] |
RotateVec3D(const Vec3D< U > &f) const | Quat3D< T > | [inline] |
RotateVec3DInv(const Vec3D< T > &f) const | Quat3D< T > | [inline] |
RotateVec3DInv(const Vec3D< U > &f) const | Quat3D< T > | [inline] |
ToRotationVector() const | Quat3D< T > | [inline] |
ToVec() const | Quat3D< T > | [inline] |
w | Quat3D< T > | |
x | Quat3D< T > | |
y | Quat3D< T > | |
z | Quat3D< T > |