Jolt Physics
A multi core friendly Game Physics Engine
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This is the complete list of members for Vec4, including all inherited members.
Abs() const | Vec4 | |
ACos() const | Vec4 | inline |
ASin() const | Vec4 | inline |
ATan() const | Vec4 | inline |
Dot(Vec4Arg inV2) const | Vec4 | |
DotV(Vec4Arg inV2) const | Vec4 | |
GetSign() const | Vec4 | |
GetSignBits() const | Vec4 | |
GetW() const | Vec4 | inline |
GetX() const | Vec4 | inline |
GetY() const | Vec4 | inline |
GetZ() const | Vec4 | inline |
IsClose(Vec4Arg inV2, float inMaxDistSq=1.0e-12f) const | Vec4 | |
IsNaN() const | Vec4 | |
IsNormalized(float inTolerance=1.0e-6f) const | Vec4 | |
Length() const | Vec4 | |
LengthSq() const | Vec4 | |
mF32 | Vec4 | |
mValue | Vec4 | |
Normalized() const | Vec4 | |
operator!=(Vec4Arg inV2) const | Vec4 | inline |
operator*(Vec4Arg inV2) const | Vec4 | |
operator*(float inV2) const | Vec4 | |
operator* | Vec4 | friend |
operator*=(float inV2) | Vec4 | |
operator*=(Vec4Arg inV2) | Vec4 | |
operator+(Vec4Arg inV2) const | Vec4 | |
operator+=(Vec4Arg inV2) | Vec4 | |
operator-() const | Vec4 | |
operator-(Vec4Arg inV2) const | Vec4 | |
operator-=(Vec4Arg inV2) | Vec4 | |
operator/(float inV2) const | Vec4 | |
operator/(Vec4Arg inV2) const | Vec4 | |
operator/=(float inV2) | Vec4 | |
operator<< | Vec4 | friend |
operator=(const Vec4 &inRHS)=default | Vec4 | |
operator==(Vec4Arg inV2) const | Vec4 | |
operator[](uint inCoordinate) const | Vec4 | inline |
operator[](uint inCoordinate) | Vec4 | inline |
Reciprocal() const | Vec4 | |
ReduceMax() const | Vec4 | |
ReduceMin() const | Vec4 | |
ReinterpretAsInt() const | Vec4 | |
sAnd(Vec4Arg inV1, Vec4Arg inV2) | Vec4 | static |
sATan2(Vec4Arg inY, Vec4Arg inX) | Vec4 | inlinestatic |
sEquals(Vec4Arg inV1, Vec4Arg inV2) | Vec4 | static |
Set(float inX, float inY, float inZ, float inW) | Vec4 | inline |
SetW(float inW) | Vec4 | inline |
SetX(float inX) | Vec4 | inline |
SetY(float inY) | Vec4 | inline |
SetZ(float inZ) | Vec4 | inline |
sFusedMultiplyAdd(Vec4Arg inMul1, Vec4Arg inMul2, Vec4Arg inAdd) | Vec4 | static |
sGatherFloat4(const float *inBase, UVec4Arg inOffsets) | Vec4 | static |
sGatherFloat4(const float *inBase, UVec4Arg inOffsets) | Vec4 | |
sGreater(Vec4Arg inV1, Vec4Arg inV2) | Vec4 | static |
sGreaterOrEqual(Vec4Arg inV1, Vec4Arg inV2) | Vec4 | static |
SinCos(Vec4 &outSin, Vec4 &outCos) const | Vec4 | inline |
sLess(Vec4Arg inV1, Vec4Arg inV2) | Vec4 | static |
sLessOrEqual(Vec4Arg inV1, Vec4Arg inV2) | Vec4 | static |
sLoadFloat4(const Float4 *inV) | Vec4 | static |
sLoadFloat4Aligned(const Float4 *inV) | Vec4 | static |
sMax(Vec4Arg inV1, Vec4Arg inV2) | Vec4 | static |
sMin(Vec4Arg inV1, Vec4Arg inV2) | Vec4 | static |
sNaN() | Vec4 | static |
sOr(Vec4Arg inV1, Vec4Arg inV2) | Vec4 | static |
SplatW() const | Vec4 | |
SplatX() const | Vec4 | |
SplatY() const | Vec4 | |
SplatZ() const | Vec4 | |
Sqrt() const | Vec4 | |
sReplicate(float inV) | Vec4 | static |
sSelect(Vec4Arg inV1, Vec4Arg inV2, UVec4Arg inControl) | Vec4 | static |
sSort4(Vec4 &ioValue, UVec4 &ioIndex) | Vec4 | static |
sSort4Reverse(Vec4 &ioValue, UVec4 &ioIndex) | Vec4 | static |
StoreFloat4(Float4 *outV) const | Vec4 | |
Swizzle() const | Vec4 | |
Swizzle() const | Vec4 | |
sXor(Vec4Arg inV1, Vec4Arg inV2) | Vec4 | static |
sZero() | Vec4 | static |
Tan() const | Vec4 | inline |
ToInt() const | Vec4 | |
Type typedef | Vec4 | |
Vec4()=default | Vec4 | |
Vec4(const Vec4 &inRHS)=default | Vec4 | |
Vec4(Vec3Arg inRHS) | Vec4 | explicit |
Vec4(Vec3Arg inRHS, float inW) | Vec4 | |
Vec4(Type inRHS) | Vec4 | inline |
Vec4(float inX, float inY, float inZ, float inW) | Vec4 |