Quaternion< T > Member List
This is the complete list of members for Quaternion< T >, including all inherited members.
AxisAngle(Vector3< T > &_axis, T &_angle) const | Quaternion< T > | inline |
Correct() | Quaternion< T > | inline |
Dot(const Quaternion< T > &_q) const | Quaternion< T > | inline |
Equal(const Quaternion &_q, const T &_tol) const | Quaternion< T > | inline |
Euler() const | Quaternion< T > | inline |
EulerToQuaternion(const Vector3< T > &_vec) | Quaternion< T > | inlinestatic |
EulerToQuaternion(T _x, T _y, T _z) | Quaternion< T > | inlinestatic |
Exp() const | Quaternion< T > | inline |
Identity | Quaternion< T > | static |
Integrate(const Vector3< T > &_angularVelocity, const T _deltaT) const | Quaternion< T > | inline |
Inverse() const | Quaternion< T > | inline |
Invert() | Quaternion< T > | inline |
IsFinite() const | Quaternion< T > | inline |
Log() const | Quaternion< T > | inline |
Normalize() | Quaternion< T > | inline |
Normalized() const | Quaternion< T > | inline |
operator!=(const Quaternion< T > &_qt) const | Quaternion< T > | inline |
operator*(const Quaternion< T > &_q) const | Quaternion< T > | inline |
operator*(const T &_f) const | Quaternion< T > | inline |
operator*(const Vector3< T > &_v) const | Quaternion< T > | inline |
operator*=(const Quaternion< T > &_qt) | Quaternion< T > | inline |
operator+(const Quaternion< T > &_qt) const | Quaternion< T > | inline |
operator+=(const Quaternion< T > &_qt) | Quaternion< T > | inline |
operator-(const Quaternion< T > &_qt) const | Quaternion< T > | inline |
operator-() const | Quaternion< T > | inline |
operator-=(const Quaternion< T > &_qt) | Quaternion< T > | inline |
operator<< | Quaternion< T > | friend |
operator==(const Quaternion< T > &_qt) const | Quaternion< T > | inline |
operator>> | Quaternion< T > | friend |
Pitch() const | Quaternion< T > | inline |
Quaternion() | Quaternion< T > | inline |
Quaternion(const T &_w, const T &_x, const T &_y, const T &_z) | Quaternion< T > | inline |
Quaternion(const T &_roll, const T &_pitch, const T &_yaw) | Quaternion< T > | inline |
Quaternion(const Vector3< T > &_axis, const T &_angle) | Quaternion< T > | inline |
Quaternion(const Vector3< T > &_rpy) | Quaternion< T > | inlineexplicit |
Quaternion(const Matrix3< T > &_mat) | Quaternion< T > | inlineexplicit |
Roll() const | Quaternion< T > | inline |
RotateVector(const Vector3< T > &_vec) const | Quaternion< T > | inline |
RotateVectorReverse(const Vector3< T > &_vec) const | Quaternion< T > | inline |
Round(int _precision) | Quaternion< T > | inline |
Scale(T _scale) | Quaternion< T > | inline |
Set(T _w, T _x, T _y, T _z) | Quaternion< T > | inline |
SetFrom2Axes(const Vector3< T > &_v1, const Vector3< T > &_v2) | Quaternion< T > | inline |
SetFromAxisAngle(T _ax, T _ay, T _az, T _aa) | Quaternion< T > | inline |
SetFromAxisAngle(const Vector3< T > &_axis, T _a) | Quaternion< T > | inline |
SetFromEuler(const Vector3< T > &_vec) | Quaternion< T > | inline |
SetFromEuler(T _roll, T _pitch, T _yaw) | Quaternion< T > | inline |
SetFromMatrix(const Matrix3< T > &_mat) | Quaternion< T > | inline |
SetW(T _v) | Quaternion< T > | inline |
SetX(T _v) | Quaternion< T > | inline |
SetY(T _v) | Quaternion< T > | inline |
SetZ(T _v) | Quaternion< T > | inline |
Slerp(T _fT, const Quaternion< T > &_rkP, const Quaternion< T > &_rkQ, bool _shortestPath=false) | Quaternion< T > | inlinestatic |
Squad(T _fT, const Quaternion< T > &_rkP, const Quaternion< T > &_rkA, const Quaternion< T > &_rkB, const Quaternion< T > &_rkQ, bool _shortestPath=false) | Quaternion< T > | inlinestatic |
W() const | Quaternion< T > | inline |
W() | Quaternion< T > | inline |
X() const | Quaternion< T > | inline |
X() | Quaternion< T > | inline |
XAxis() const | Quaternion< T > | inline |
Y() const | Quaternion< T > | inline |
Y() | Quaternion< T > | inline |
Yaw() const | Quaternion< T > | inline |
YAxis() const | Quaternion< T > | inline |
Z() const | Quaternion< T > | inline |
Z() | Quaternion< T > | inline |
ZAxis() const | Quaternion< T > | inline |
Zero | Quaternion< T > | static |