SCL
1.0
Standard Control Library : Control, dynamics, physics, and simulation
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This is the complete list of members for deVector3, including all inherited members.
_data (defined in deVector3) | deVector3 | private |
add(const deVector3 &v1, const deVector3 &v2) | deVector3 | |
add(const deVector3 &v, const deFloat s) | deVector3 | |
angularError(const deMatrix3 &R, const deMatrix3 &Rd) | deVector3 | |
angularError(const deQuaternion &q, const deQuaternion &qd) (defined in deVector3) | deVector3 | |
backSub(const deMatrix3 &LU, const deVector3 &y) | deVector3 | |
column(const deMatrix3 &m, const deInt col) | deVector3 | |
column(const deQuaternion &q, const deInt col) | deVector3 | |
crossMultiply(const deVector3 &v1, const deVector3 &v2) | deVector3 | |
deVector3() | deVector3 | inline |
deVector3(deFloat v0, deFloat v1, deFloat v2) | deVector3 | inline |
deVector3(deVector3 const &orig) (defined in deVector3) | deVector3 | inline |
diagonal(const deMatrix3 &m) | deVector3 | |
dot(const deVector3 &v) const | deVector3 | |
elementAt(const deInt i) | deVector3 | inline |
elementAt(const deInt i) const | deVector3 | inline |
eulerXYZ(const deMatrix3 &m) | deVector3 | |
eulerZYX(const deMatrix3 &m) | deVector3 | |
eulerZYX(const deMatrix3 &m, const deVector3 &v) | deVector3 | |
eulerZYX(const deQuaternion &q) | deVector3 | |
get(deFloat *v) const | deVector3 | |
inversedMultiply(const deTransform &t, const deVector3 &v) | deVector3 | |
inversedMultiply(const deQuaternion &q, const deVector3 &v) | deVector3 | |
inversedMultiply(const deFrame &f, const deVector3 &v) | deVector3 | |
lerp(const deVector3 &v, const deVector3 &vg, const deFloat t) | deVector3 | |
magnitude() const | deVector3 | |
maximum(const deVector3 &v) | deVector3 | |
minimum(const deVector3 &v) | deVector3 | |
multiply(const deVector3 &v1, const deVector3 &v2) | deVector3 | |
multiply(const deVector3 &v, const deFloat s) | deVector3 | |
multiply(const deMatrix3 &m, const deVector3 &v) | deVector3 | |
multiply(const deTransform &t, const deVector3 &v) | deVector3 | |
multiply(const deQuaternion &q, const deVector3 &v) | deVector3 | |
multiply(const deFrame &f, const deVector3 &v) | deVector3 | |
negate(const deVector3 &v) | deVector3 | |
normalize() | deVector3 | |
operator const deFloat *() const | deVector3 | inline |
operator deFloat *() | deVector3 | inline |
operator*=(const deVector3 &v) | deVector3 | |
operator*=(const deFloat s) | deVector3 | |
operator+=(const deVector3 &v) | deVector3 | |
operator+=(const deFloat s) | deVector3 | |
operator-=(const deVector3 &v) | deVector3 | |
operator=(const deVector3 &v) | deVector3 | |
operator==(const deVector3 &v) const | deVector3 | |
operator[](const deInt i) | deVector3 | inline |
operator[](const deInt i) const | deVector3 | inline |
set(const deFloat x, const deFloat y, const deFloat z) | deVector3 | |
set(const deFloat *v) | deVector3 | |
subtract(const deVector3 &v1, const deVector3 &v2) | deVector3 | |
transposedMultiply(const deMatrix3 &m, const deVector3 &v) | deVector3 | |
zero() | deVector3 |