ゲームグラフィックス特論
|
継承メンバを含む gg::GgQuaternion の全メンバ一覧です。
add(GLfloat x, GLfloat y, GLfloat z, GLfloat w) const | gg::GgQuaternion | inline |
add(const GgVector &v) const | gg::GgQuaternion | inline |
add(const GLfloat *a) const | gg::GgQuaternion | inline |
add(const GgQuaternion &q) const | gg::GgQuaternion | inline |
conjugate() const | gg::GgQuaternion | inline |
divide(GLfloat x, GLfloat y, GLfloat z, GLfloat w) const | gg::GgQuaternion | inline |
divide(const GgVector &v) const | gg::GgQuaternion | inline |
divide(const GLfloat *a) const | gg::GgQuaternion | inline |
divide(const GgQuaternion &q) const | gg::GgQuaternion | inline |
euler(GLfloat heading, GLfloat pitch, GLfloat roll) const | gg::GgQuaternion | inline |
euler(const GLfloat *e) const | gg::GgQuaternion | inline |
get() const | gg::GgQuaternion | inline |
get(GLfloat *a) const | gg::GgQuaternion | inline |
getConjugateMatrix(GLfloat *a) const | gg::GgQuaternion | inline |
getConjugateMatrix(GgMatrix &m) const | gg::GgQuaternion | inline |
getConjugateMatrix() const | gg::GgQuaternion | inline |
getMatrix(GLfloat *a) const | gg::GgQuaternion | inline |
getMatrix(GgMatrix &m) const | gg::GgQuaternion | inline |
getMatrix() const | gg::GgQuaternion | inline |
GgQuaternion() | gg::GgQuaternion | inline |
GgQuaternion(GLfloat x, GLfloat y, GLfloat z, GLfloat w) | gg::GgQuaternion | inline |
GgQuaternion(const GgVector &v) | gg::GgQuaternion | inline |
GgQuaternion(const GLfloat *a) | gg::GgQuaternion | inline |
GgQuaternion(const GgQuaternion &q) | gg::GgQuaternion | inline |
invert() const | gg::GgQuaternion | inline |
load(GLfloat x, GLfloat y, GLfloat z, GLfloat w) | gg::GgQuaternion | inline |
load(const GgVector &v) | gg::GgQuaternion | inline |
load(const GLfloat *a) | gg::GgQuaternion | inline |
load(const GgQuaternion &q) | gg::GgQuaternion | inline |
loadAdd(GLfloat x, GLfloat y, GLfloat z, GLfloat w) | gg::GgQuaternion | inline |
loadAdd(const GgVector &v) | gg::GgQuaternion | inline |
loadAdd(const GLfloat *a) | gg::GgQuaternion | inline |
loadAdd(const GgQuaternion &q) | gg::GgQuaternion | inline |
loadConjugate(const GLfloat *a) | gg::GgQuaternion | |
loadConjugate(const GgQuaternion &q) | gg::GgQuaternion | inline |
loadDivide(GLfloat x, GLfloat y, GLfloat z, GLfloat w) | gg::GgQuaternion | inline |
loadDivide(const GgVector &v) | gg::GgQuaternion | inline |
loadDivide(const GLfloat *a) | gg::GgQuaternion | inline |
loadDivide(const GgQuaternion &q) | gg::GgQuaternion | inline |
loadEuler(GLfloat heading, GLfloat pitch, GLfloat roll) | gg::GgQuaternion | |
loadEuler(const GLfloat *e) | gg::GgQuaternion | inline |
loadIdentity() | gg::GgQuaternion | inline |
loadInvert(const GLfloat *a) | gg::GgQuaternion | |
loadInvert(const GgQuaternion &q) | gg::GgQuaternion | inline |
loadMatrix(const GLfloat *a) | gg::GgQuaternion | inline |
loadMatrix(const GgMatrix &m) | gg::GgQuaternion | inline |
loadMultiply(GLfloat x, GLfloat y, GLfloat z, GLfloat w) | gg::GgQuaternion | inline |
loadMultiply(const GgVector &v) | gg::GgQuaternion | inline |
loadMultiply(const GLfloat *a) | gg::GgQuaternion | inline |
loadMultiply(const GgQuaternion &q) | gg::GgQuaternion | inline |
loadNormalize(const GLfloat *a) | gg::GgQuaternion | |
loadNormalize(const GgQuaternion &q) | gg::GgQuaternion | inline |
loadRotate(GLfloat x, GLfloat y, GLfloat z, GLfloat a) | gg::GgQuaternion | |
loadRotate(const GLfloat *v, GLfloat a) | gg::GgQuaternion | inline |
loadRotate(const GLfloat *v) | gg::GgQuaternion | inline |
loadRotateX(GLfloat a) | gg::GgQuaternion | |
loadRotateY(GLfloat a) | gg::GgQuaternion | |
loadRotateZ(GLfloat a) | gg::GgQuaternion | |
loadSlerp(const GLfloat *a, const GLfloat *b, GLfloat t) | gg::GgQuaternion | inline |
loadSlerp(const GgQuaternion &q, const GgQuaternion &r, GLfloat t) | gg::GgQuaternion | inline |
loadSlerp(const GgQuaternion &q, const GLfloat *a, GLfloat t) | gg::GgQuaternion | inline |
loadSlerp(const GLfloat *a, const GgQuaternion &q, GLfloat t) | gg::GgQuaternion | inline |
loadSubtract(GLfloat x, GLfloat y, GLfloat z, GLfloat w) | gg::GgQuaternion | inline |
loadSubtract(const GgVector &v) | gg::GgQuaternion | inline |
loadSubtract(const GLfloat *a) | gg::GgQuaternion | inline |
loadSubtract(const GgQuaternion &q) | gg::GgQuaternion | inline |
multiply(GLfloat x, GLfloat y, GLfloat z, GLfloat w) const | gg::GgQuaternion | inline |
multiply(const GgVector &v) const | gg::GgQuaternion | inline |
multiply(const GLfloat *a) const | gg::GgQuaternion | inline |
multiply(const GgQuaternion &q) const | gg::GgQuaternion | inline |
norm() const | gg::GgQuaternion | inline |
normalize() const | gg::GgQuaternion | inline |
operator*(const GLfloat *a) const | gg::GgQuaternion | inline |
operator*(const GgQuaternion &q) const | gg::GgQuaternion | inline |
operator*=(const GLfloat *a) | gg::GgQuaternion | inline |
operator*=(const GgQuaternion &q) | gg::GgQuaternion | inline |
operator+(const GLfloat *a) const | gg::GgQuaternion | inline |
operator+(const GgQuaternion &q) const | gg::GgQuaternion | inline |
operator+=(const GLfloat *a) | gg::GgQuaternion | inline |
operator+=(const GgQuaternion &q) | gg::GgQuaternion | inline |
operator-(const GLfloat *a) const | gg::GgQuaternion | inline |
operator-(const GgQuaternion &q) const | gg::GgQuaternion | inline |
operator-=(const GLfloat *a) | gg::GgQuaternion | inline |
operator-=(const GgQuaternion &q) | gg::GgQuaternion | inline |
operator/(const GLfloat *a) const | gg::GgQuaternion | inline |
operator/(const GgQuaternion &q) const | gg::GgQuaternion | inline |
operator/=(const GLfloat *a) | gg::GgQuaternion | inline |
operator/=(const GgQuaternion &q) | gg::GgQuaternion | inline |
operator=(const GLfloat *a) | gg::GgQuaternion | inline |
operator=(const GgQuaternion &q) | gg::GgQuaternion | inline |
rotate(GLfloat x, GLfloat y, GLfloat z, GLfloat a) const | gg::GgQuaternion | inline |
rotate(const GLfloat *v, GLfloat a) const | gg::GgQuaternion | inline |
rotate(const GLfloat *v) const | gg::GgQuaternion | inline |
rotateX(GLfloat a) const | gg::GgQuaternion | inline |
rotateY(GLfloat a) const | gg::GgQuaternion | inline |
rotateZ(GLfloat a) const | gg::GgQuaternion | inline |
slerp(GLfloat *a, GLfloat t) const | gg::GgQuaternion | inline |
slerp(const GgQuaternion &q, GLfloat t) const | gg::GgQuaternion | inline |
subtract(GLfloat x, GLfloat y, GLfloat z, GLfloat w) const | gg::GgQuaternion | inline |
subtract(const GgVector &v) const | gg::GgQuaternion | inline |
subtract(const GLfloat *a) const | gg::GgQuaternion | inline |
subtract(const GgQuaternion &q) const | gg::GgQuaternion | inline |
~GgQuaternion() | gg::GgQuaternion | inline |