KrisLibrary
1.0.0
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This is the complete list of members for Math3D::EulerAngleRotation, including all inherited members.
add(const Vector3 &a, const Vector3 &b) (defined in Math3D::Vector3) | Math3D::Vector3 | inline |
data (defined in Math3D::Vector3) | Math3D::Vector3 | |
distance(const Vector3 &a) const (defined in Math3D::Vector3) | Math3D::Vector3 | inline |
distanceSquared(const Vector3 &a) const (defined in Math3D::Vector3) | Math3D::Vector3 | inline |
div(const Vector3 &a, Real b) (defined in Math3D::Vector3) | Math3D::Vector3 | inline |
dot(const Vector3 &a) const (defined in Math3D::Vector3) | Math3D::Vector3 | inline |
EulerAngleRotation() (defined in Math3D::EulerAngleRotation) | Math3D::EulerAngleRotation | |
EulerAngleRotation(const EulerAngleRotation &) (defined in Math3D::EulerAngleRotation) | Math3D::EulerAngleRotation | |
EulerAngleRotation(const Vector3 &) (defined in Math3D::EulerAngleRotation) | Math3D::EulerAngleRotation | explicit |
EulerAngleRotation(Real a, Real b, Real c) (defined in Math3D::EulerAngleRotation) | Math3D::EulerAngleRotation | explicit |
get(Vector3 &) const (defined in Math3D::Vector3) | Math3D::Vector3 | inline |
get(Real &x, Real &y, Real &z) const (defined in Math3D::Vector3) | Math3D::Vector3 | inline |
get(Real data[3]) const (defined in Math3D::Vector3) | Math3D::Vector3 | inline |
getMatrix(int u, int v, int w, Matrix3 &) const (defined in Math3D::EulerAngleRotation) | Math3D::EulerAngleRotation | |
getMatrixXYZ(Matrix3 &) const (defined in Math3D::EulerAngleRotation) | Math3D::EulerAngleRotation | |
getMatrixXZY(Matrix3 &) const (defined in Math3D::EulerAngleRotation) | Math3D::EulerAngleRotation | |
getMatrixYXZ(Matrix3 &) const (defined in Math3D::EulerAngleRotation) | Math3D::EulerAngleRotation | |
getMatrixYZY(Matrix3 &) const (defined in Math3D::EulerAngleRotation) | Math3D::EulerAngleRotation | |
getMatrixZXY(Matrix3 &) const (defined in Math3D::EulerAngleRotation) | Math3D::EulerAngleRotation | |
getMatrixZYX(Matrix3 &) const (defined in Math3D::EulerAngleRotation) | Math3D::EulerAngleRotation | |
getNegative(Vector3 &) const (defined in Math3D::Vector3) | Math3D::Vector3 | inline |
getNormalized(Vector3 &) const (defined in Math3D::Vector3) | Math3D::Vector3 | inline |
getOrthogonalBasis(Vector3 &yb, Vector3 &zb) const | Math3D::Vector3 | inline |
inplaceDiv(Real) (defined in Math3D::Vector3) | Math3D::Vector3 | inline |
inplaceMul(Real) (defined in Math3D::Vector3) | Math3D::Vector3 | inline |
inplaceNegative() (defined in Math3D::Vector3) | Math3D::Vector3 | inline |
inplaceNormalize() (defined in Math3D::Vector3) | Math3D::Vector3 | inline |
isEqual(const Vector3 &, Real eps=Zero) const (defined in Math3D::Vector3) | Math3D::Vector3 | inline |
isZero(Real eps=Zero) const (defined in Math3D::Vector3) | Math3D::Vector3 | inline |
length() const | Math3D::Vector3 | inline |
madd(const Vector3 &a, Real b) (defined in Math3D::Vector3) | Math3D::Vector3 | inline |
maxAbsElement(int *index=NULL) const (defined in Math3D::Vector3) | Math3D::Vector3 | inline |
maxElement(int *index=NULL) const (defined in Math3D::Vector3) | Math3D::Vector3 | inline |
minAbsElement(int *index=NULL) const (defined in Math3D::Vector3) | Math3D::Vector3 | inline |
minElement(int *index=NULL) const (defined in Math3D::Vector3) | Math3D::Vector3 | inline |
mul(const Vector3 &a, Real b) (defined in Math3D::Vector3) | Math3D::Vector3 | inline |
norm() const (defined in Math3D::Vector3) | Math3D::Vector3 | inline |
normSquared() const (defined in Math3D::Vector3) | Math3D::Vector3 | inline |
operator const Real *() const (defined in Math3D::Vector3) | Math3D::Vector3 | inline |
operator Real *() (defined in Math3D::Vector3) | Math3D::Vector3 | inline |
operator!=(const Vector3 &) const (defined in Math3D::Vector3) | Math3D::Vector3 | inline |
operator*=(Real) (defined in Math3D::Vector3) | Math3D::Vector3 | inline |
operator+=(const Vector3 &) (defined in Math3D::Vector3) | Math3D::Vector3 | inline |
operator-=(const Vector3 &) (defined in Math3D::Vector3) | Math3D::Vector3 | inline |
operator/=(Real) (defined in Math3D::Vector3) | Math3D::Vector3 | inline |
operator=(const Vector3 &) (defined in Math3D::Vector3) | Math3D::Vector3 | inline |
operator==(const Vector3 &) const (defined in Math3D::Vector3) | Math3D::Vector3 | inline |
operator[](int) (defined in Math3D::Vector3) | Math3D::Vector3 | inline |
operator[](int) const (defined in Math3D::Vector3) | Math3D::Vector3 | inline |
Read(File &) (defined in Math3D::Vector3) | Math3D::Vector3 | |
set(const Vector3 &) (defined in Math3D::Vector3) | Math3D::Vector3 | inline |
set(Real x) (defined in Math3D::Vector3) | Math3D::Vector3 | inline |
set(Real x, Real y, Real z) (defined in Math3D::Vector3) | Math3D::Vector3 | inline |
set(const Real *data) (defined in Math3D::Vector3) | Math3D::Vector3 | inline |
setCross(const Vector3 &, const Vector3 &) (defined in Math3D::Vector3) | Math3D::Vector3 | inline |
setIdentity() (defined in Math3D::EulerAngleRotation) | Math3D::EulerAngleRotation | inline |
setMatrix(int u, int v, int w, const Matrix3 &) | Math3D::EulerAngleRotation | |
setMatrixXYZ(const Matrix3 &) (defined in Math3D::EulerAngleRotation) | Math3D::EulerAngleRotation | |
setMatrixXZY(const Matrix3 &) (defined in Math3D::EulerAngleRotation) | Math3D::EulerAngleRotation | |
setMatrixYXZ(const Matrix3 &) (defined in Math3D::EulerAngleRotation) | Math3D::EulerAngleRotation | |
setMatrixYZX(const Matrix3 &) (defined in Math3D::EulerAngleRotation) | Math3D::EulerAngleRotation | |
setMatrixZXY(const Matrix3 &) (defined in Math3D::EulerAngleRotation) | Math3D::EulerAngleRotation | |
setMatrixZYX(const Matrix3 &) (defined in Math3D::EulerAngleRotation) | Math3D::EulerAngleRotation | |
setMaximum(const Vector3 &, const Vector3 &) (defined in Math3D::Vector3) | Math3D::Vector3 | inline |
setMaximum(const Vector3 &) (defined in Math3D::Vector3) | Math3D::Vector3 | inline |
setMinimum(const Vector3 &, const Vector3 &) (defined in Math3D::Vector3) | Math3D::Vector3 | inline |
setMinimum(const Vector3 &) (defined in Math3D::Vector3) | Math3D::Vector3 | inline |
setNegative(const Vector3 &) (defined in Math3D::Vector3) | Math3D::Vector3 | inline |
setNormalized(const Vector3 &) (defined in Math3D::Vector3) | Math3D::Vector3 | inline |
setProjection(const Vector3 &, const Vector3 &) (defined in Math3D::Vector3) | Math3D::Vector3 | inline |
setZero() (defined in Math3D::Vector3) | Math3D::Vector3 | inline |
sub(const Vector3 &a, const Vector3 &b) (defined in Math3D::Vector3) | Math3D::Vector3 | inline |
Vector3() (defined in Math3D::Vector3) | Math3D::Vector3 | |
Vector3(const Vector3 &) (defined in Math3D::Vector3) | Math3D::Vector3 | |
Vector3(Real x) (defined in Math3D::Vector3) | Math3D::Vector3 | |
Vector3(Real x, Real y, Real z) (defined in Math3D::Vector3) | Math3D::Vector3 | |
Vector3(const Real *data) (defined in Math3D::Vector3) | Math3D::Vector3 | explicit |
Write(File &) const (defined in Math3D::Vector3) | Math3D::Vector3 | |
x (defined in Math3D::Vector3) | Math3D::Vector3 | |
y (defined in Math3D::Vector3) | Math3D::Vector3 | |
z (defined in Math3D::Vector3) | Math3D::Vector3 |