Wm4::Quaternion< Real > Member List

This is the complete list of members for Wm4::Quaternion< Real >, including all inherited members.

Align(const Vector3< Real > &rkV1, const Vector3< Real > &rkV2)Wm4::Quaternion< Real >
Conjugate() constWm4::Quaternion< Real >
DecomposeSwingTimesTwist(const Vector3< Real > &rkV1, Quaternion &rkSwing, Quaternion &rkTwist)Wm4::Quaternion< Real >
DecomposeTwistTimesSwing(const Vector3< Real > &rkV1, Quaternion &rkTwist, Quaternion &rkSwing)Wm4::Quaternion< Real >
Dot(const Quaternion &rkQ) constWm4::Quaternion< Real > [inline]
Exp() constWm4::Quaternion< Real >
FactorXYZ(Real &rfCx, Real &rfSx, Real &rfCy, Real &rfSy, Real &rfCz, Real &rfSz)Wm4::Quaternion< Real >
FactorXZY(Real &rfCx, Real &rfSx, Real &rfCz, Real &rfSz, Real &rfCy, Real &rfSy)Wm4::Quaternion< Real >
FactorYXZ(Real &rfCy, Real &rfSy, Real &rfCx, Real &rfSx, Real &rfCz, Real &rfSz)Wm4::Quaternion< Real >
FactorYZX(Real &rfCy, Real &rfSy, Real &rfCz, Real &rfSz, Real &rfCx, Real &rfSx)Wm4::Quaternion< Real >
FactorZXY(Real &rfCz, Real &rfSz, Real &rfCx, Real &rfSx, Real &rfCy, Real &rfSy)Wm4::Quaternion< Real >
FactorZYX(Real &rfCz, Real &rfSz, Real &rfCy, Real &rfSy, Real &rfCx, Real &rfSx)Wm4::Quaternion< Real >
FromAxisAngle(const Vector3< Real > &rkAxis, Real fAngle)Wm4::Quaternion< Real >
FromRotationMatrix(const Matrix3< Real > &rkRot)Wm4::Quaternion< Real >
FromRotationMatrix(const Vector3< Real > akRotColumn[3])Wm4::Quaternion< Real >
GetClosestX() constWm4::Quaternion< Real >
GetClosestX(const Constraints &rkXCon) constWm4::Quaternion< Real >
GetClosestXY() constWm4::Quaternion< Real >
GetClosestXY(const Constraints &rkXCon, const Constraints &rkYCon) constWm4::Quaternion< Real >
GetClosestXZ() constWm4::Quaternion< Real >
GetClosestXZ(const Constraints &rkXCon, const Constraints &rkZCon) constWm4::Quaternion< Real >
GetClosestY() constWm4::Quaternion< Real >
GetClosestY(const Constraints &rkYCon) constWm4::Quaternion< Real >
GetClosestYX() constWm4::Quaternion< Real >
GetClosestYX(const Constraints &rkYCon, const Constraints &rkXCon) constWm4::Quaternion< Real >
GetClosestYZ() constWm4::Quaternion< Real >
GetClosestYZ(const Constraints &rkYCon, const Constraints &rkZCon) constWm4::Quaternion< Real >
GetClosestZ() constWm4::Quaternion< Real >
GetClosestZ(const Constraints &rkZCon) constWm4::Quaternion< Real >
GetClosestZX() constWm4::Quaternion< Real >
GetClosestZX(const Constraints &rkZCon, const Constraints &rkXCon) constWm4::Quaternion< Real >
GetClosestZY() constWm4::Quaternion< Real >
GetClosestZY(const Constraints &rkZCon, const Constraints &rkYCon) constWm4::Quaternion< Real >
IDENTITYWm4::Quaternion< Real > [static]
IDENTITY(1.0f, 0.0f, 0.0f, 0.0f)Wm4::Quaternion< Real >
IDENTITY(1.0, 0.0, 0.0, 0.0)Wm4::Quaternion< Real >
Intermediate(const Quaternion &rkQ0, const Quaternion &rkQ1, const Quaternion &rkQ2)Wm4::Quaternion< Real >
Inverse() constWm4::Quaternion< Real >
Length() constWm4::Quaternion< Real > [inline]
Log() constWm4::Quaternion< Real >
ms_fRootHalfWm4::Quaternion< Real >
ms_fRootHalfWm4::Quaternion< Real >
ms_fRootTwoWm4::Quaternion< Real >
ms_fRootTwoWm4::Quaternion< Real >
ms_fToleranceWm4::Quaternion< Real >
ms_fToleranceWm4::Quaternion< Real >
ms_iNext[3]Wm4::Quaternion< Real >
ms_iNext[3]Wm4::Quaternion< Real >
Normalize()Wm4::Quaternion< Real > [inline]
operator *(const Quaternion &rkQ) constWm4::Quaternion< Real > [inline]
operator *(Real fScalar) const Wm4::Quaternion< Real > [inline]
operator *=(Real fScalar)Wm4::Quaternion< Real > [inline]
operator const Real *() constWm4::Quaternion< Real > [inline]
operator Real *()Wm4::Quaternion< Real > [inline]
operator!=(const Quaternion &rkQ) constWm4::Quaternion< Real >
operator+(const Quaternion &rkQ) constWm4::Quaternion< Real > [inline]
operator+=(const Quaternion &rkQ)Wm4::Quaternion< Real > [inline]
operator-(const Quaternion &rkQ) constWm4::Quaternion< Real > [inline]
operator-() constWm4::Quaternion< Real > [inline]
operator-=(const Quaternion &rkQ)Wm4::Quaternion< Real > [inline]
operator/(Real fScalar) const Wm4::Quaternion< Real > [inline]
operator/=(Real fScalar)Wm4::Quaternion< Real > [inline]
operator<(const Quaternion &rkQ) constWm4::Quaternion< Real >
operator<=(const Quaternion &rkQ) constWm4::Quaternion< Real >
operator=(const Quaternion &rkQ)Wm4::Quaternion< Real > [inline]
operator==(const Quaternion &rkQ) constWm4::Quaternion< Real >
operator>(const Quaternion &rkQ) constWm4::Quaternion< Real >
operator>=(const Quaternion &rkQ) constWm4::Quaternion< Real >
operator[](int i) constWm4::Quaternion< Real > [inline]
operator[](int i)Wm4::Quaternion< Real > [inline]
Quaternion()Wm4::Quaternion< Real >
Quaternion(Real fW, Real fX, Real fY, Real fZ)Wm4::Quaternion< Real >
Quaternion(const Quaternion &rkQ)Wm4::Quaternion< Real >
Quaternion(const Matrix3< Real > &rkRot)Wm4::Quaternion< Real >
Quaternion(const Vector3< Real > &rkAxis, Real fAngle)Wm4::Quaternion< Real >
Quaternion(const Vector3< Real > akRotColumn[3])Wm4::Quaternion< Real >
Rotate(const Vector3< Real > &rkVector) constWm4::Quaternion< Real >
Slerp(Real fT, const Quaternion &rkP, const Quaternion &rkQ)Wm4::Quaternion< Real >
SlerpExtraSpins(Real fT, const Quaternion &rkP, const Quaternion &rkQ, int iExtraSpins)Wm4::Quaternion< Real >
Squad(Real fT, const Quaternion &rkQ0, const Quaternion &rkA0, const Quaternion &rkA1, const Quaternion &rkQ1)Wm4::Quaternion< Real >
SquaredLength() constWm4::Quaternion< Real > [inline]
ToAxisAngle(Vector3< Real > &rkAxis, Real &rfAngle) constWm4::Quaternion< Real >
ToRotationMatrix(Matrix3< Real > &rkRot) constWm4::Quaternion< Real >
ToRotationMatrix(Vector3< Real > akRotColumn[3]) constWm4::Quaternion< Real >
W() constWm4::Quaternion< Real > [inline]
W()Wm4::Quaternion< Real > [inline]
X() constWm4::Quaternion< Real > [inline]
X()Wm4::Quaternion< Real > [inline]
Y() constWm4::Quaternion< Real > [inline]
Y()Wm4::Quaternion< Real > [inline]
Z() constWm4::Quaternion< Real > [inline]
Z()Wm4::Quaternion< Real > [inline]
ZEROWm4::Quaternion< Real > [static]
ZERO(0.0f, 0.0f, 0.0f, 0.0f)Wm4::Quaternion< Real >
ZERO(0.0, 0.0, 0.0, 0.0)Wm4::Quaternion< Real >


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