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Duckcpp 2.1.0
Duckcpp is a high-performance c++ graphics engine.
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This is the complete list of members for dcpp::nub::quaternion, including all inherited members.
dotProduct(const quaternion &other) const | dcpp::nub::quaternion | inline |
equals(const quaternion &other, const f32 tolerance=ROUNDING_ERROR_f32) const | dcpp::nub::quaternion | inline |
fromAngleAxis(f32 angle, const vector3df &axis) | dcpp::nub::quaternion | inline |
getMatrix() const | dcpp::nub::quaternion | inline |
getMatrix(matrix4 &dest, const nub::vector3df &translation=nub::vector3df()) const | dcpp::nub::quaternion | inline |
getMatrix_transposed(matrix4 &dest) const | dcpp::nub::quaternion | inline |
getMatrixCenter(matrix4 &dest, const nub::vector3df ¢er, const nub::vector3df &translation) const | dcpp::nub::quaternion | inline |
getMatrixFast(matrix4 &dest) const | dcpp::nub::quaternion | inline |
lerp(quaternion q1, quaternion q2, f32 time) | dcpp::nub::quaternion | inline |
lerpN(quaternion q1, quaternion q2, f32 time) | dcpp::nub::quaternion | inline |
makeIdentity() | dcpp::nub::quaternion | inline |
makeInverse() | dcpp::nub::quaternion | inline |
normalize() | dcpp::nub::quaternion | inline |
operator!=(const quaternion &other) const | dcpp::nub::quaternion | inline |
operator*(const quaternion &other) const | dcpp::nub::quaternion | inline |
operator*(f32 s) const | dcpp::nub::quaternion | inline |
operator*(const vector3df &v) const | dcpp::nub::quaternion | inline |
operator*=(f32 s) | dcpp::nub::quaternion | inline |
operator*=(const quaternion &other) | dcpp::nub::quaternion | inline |
operator+(const quaternion &other) const | dcpp::nub::quaternion | inline |
operator=(const matrix4 &other) | dcpp::nub::quaternion | inline |
operator==(const quaternion &other) const | dcpp::nub::quaternion | inline |
quaternion() | dcpp::nub::quaternion | inline |
quaternion(f32 x, f32 y, f32 z, f32 w) | dcpp::nub::quaternion | inline |
quaternion(f32 x, f32 y, f32 z) | dcpp::nub::quaternion | inline |
quaternion(const vector3df &vec) | dcpp::nub::quaternion | inline |
quaternion(const matrix4 &mat) | dcpp::nub::quaternion | inline |
rotationFromTo(const vector3df &from, const vector3df &to) | dcpp::nub::quaternion | inline |
set(f32 x, f32 y, f32 z, f32 w) | dcpp::nub::quaternion | inline |
set(f32 x, f32 y, f32 z) | dcpp::nub::quaternion | inline |
set(const nub::vector3df &vec) | dcpp::nub::quaternion | inline |
set(const nub::quaternion &quat) | dcpp::nub::quaternion | inline |
slerp(quaternion q1, quaternion q2, f32 time, f32 threshold=.05f) | dcpp::nub::quaternion | inline |
toAngleAxis(f32 &angle, nub::vector3df &axis) const | dcpp::nub::quaternion | inline |
toEuler(vector3df &euler) const | dcpp::nub::quaternion | inline |
W (defined in dcpp::nub::quaternion) | dcpp::nub::quaternion | |
X | dcpp::nub::quaternion | |
Y (defined in dcpp::nub::quaternion) | dcpp::nub::quaternion | |
Z (defined in dcpp::nub::quaternion) | dcpp::nub::quaternion |