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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 > |
1.7.6.1