EulerRotationQuaternion(float x, float y, float z) | FMQuaternion | [static] |
FMQuaternion() | FMQuaternion | [inline] |
FMQuaternion(float _x, float _y, float _z, float _w) | FMQuaternion | [inline] |
FMQuaternion(const float *values) | FMQuaternion | |
FMQuaternion(const double *values) | FMQuaternion | |
FMQuaternion(const FMVector3 &axis, float angle) | FMQuaternion | |
Identity | FMQuaternion | [static] |
Length() const | FMQuaternion | [inline] |
LengthSquared() const | FMQuaternion | [inline] |
MatrixRotationQuaternion(const FMMatrix44 &mat) | FMQuaternion | [static] |
Normalize() const | FMQuaternion | [inline] |
NormalizeIt() | FMQuaternion | [inline] |
operator *(const FMQuaternion &q) const | FMQuaternion | |
operator *(const FMVector3 &v) const | FMQuaternion | |
operator *=(const FMQuaternion &q) | FMQuaternion | [inline] |
operator const float *() const | FMQuaternion | [inline] |
operator float *() | FMQuaternion | [inline] |
operator=(const float *v) | FMQuaternion | [inline] |
operator=(const FMQuaternion &q) | FMQuaternion | [inline] |
operator~() const | FMQuaternion | [inline] |
SetToMatrix(FMMatrix44 &m) const | FMQuaternion | |
slerp(const FMQuaternion &other, float time) const | FMQuaternion | |
ToAngleAxis(FMVector3 &axis, float &angle) const | FMQuaternion | |
ToEuler(FMVector3 *previousAngles=NULL) const | FMQuaternion | |
ToMatrix() const | FMQuaternion | |
w | FMQuaternion | |
x | FMQuaternion | |
y | FMQuaternion | |
z | FMQuaternion | |
Zero | FMQuaternion | [static] |