Jolt Physics
A multi core friendly Game Physics Engine
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Quat Member List

This is the complete list of members for Quat, including all inherited members.

Conjugated() constQuatinline
Dot(QuatArg inRHS) constQuatinline
EnsureWPositive() constQuatinline
GetAxisAngle(Vec3 &outAxis, float &outAngle) constQuat
GetEulerAngles() constQuatinline
GetPerpendicular() constQuatinline
GetRotationAngle(Vec3Arg inAxis) constQuatinline
GetSwingTwist(Quat &outSwing, Quat &outTwist) constQuat
GetTwist(Vec3Arg inAxis) constQuat
GetW() constQuatinline
GetX() constQuatinline
GetXYZ() constQuatinline
GetXYZW() constQuatinline
GetY() constQuatinline
GetZ() constQuatinline
Inversed() constQuatinline
InverseRotate(Vec3Arg inValue) constQuat
IsClose(QuatArg inRHS, float inMaxDistSq=1.0e-12f) constQuatinline
IsNaN() constQuatinline
IsNormalized(float inTolerance=1.0e-5f) constQuatinline
Length() constQuatinline
LengthSq() constQuatinline
LERP(QuatArg inDestination, float inFraction) constQuat
mValueQuat
Normalized() constQuatinline
operator!=(QuatArg inRHS) constQuatinline
operator*(QuatArg inRHS) constQuat
operator*(float inValue) constQuatinline
operator*Quatfriend
operator*(Vec3Arg inValue) constQuat
operator*=(float inValue)Quatinline
operator+(QuatArg inRHS) constQuatinline
operator+=(QuatArg inRHS)Quatinline
operator-() constQuatinline
operator-(QuatArg inRHS) constQuatinline
operator-=(QuatArg inRHS)Quatinline
operator/(float inValue) constQuatinline
operator/=(float inValue)Quatinline
operator<<Quatfriend
operator=(const Quat &inRHS)=defaultQuat
operator==(QuatArg inRHS) constQuatinline
Quat()=defaultQuatinline
Quat(const Quat &inRHS)=defaultQuat
Quat(float inX, float inY, float inZ, float inW)Quatinline
Quat(Vec4Arg inV)Quatinlineexplicit
RotateAxisX() constQuat
RotateAxisY() constQuat
RotateAxisZ() constQuat
Set(float inX, float inY, float inZ, float inW)Quatinline
SetW(float inW)Quatinline
SetX(float inX)Quatinline
SetY(float inY)Quatinline
SetZ(float inZ)Quatinline
sEulerAngles(Vec3Arg inAngles)Quatinlinestatic
sFromTo(Vec3Arg inFrom, Vec3Arg inTo)Quatstatic
sIdentity()Quatinlinestatic
SLERP(QuatArg inDestination, float inFraction) constQuat
sLoadFloat3Unsafe(const Float3 &inV)Quatstatic
sRandom(Random &inRandom)Quatinlinestatic
sRotation(Vec3Arg inAxis, float inAngle)Quatstatic
StoreFloat3(Float3 *outV) constQuat
sZero()Quatinlinestatic