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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 |