RioEngine
0.1
My first attempt to create a 3D WYSIWYG Game Engine
|
This is the complete list of members for irrklang::vec3d< T >, including all inherited members.
crossProduct(const vec3d< T > &p) const | irrklang::vec3d< T > | inline |
dotProduct(const vec3d< T > &other) const | irrklang::vec3d< T > | inline |
equals(const vec3d< T > &other) | irrklang::vec3d< T > | inline |
getAs4Values(T *array) | irrklang::vec3d< T > | inline |
getDistanceFrom(const vec3d< T > &other) const | irrklang::vec3d< T > | inline |
getDistanceFromSQ(const vec3d< T > &other) const | irrklang::vec3d< T > | inline |
getHorizontalAngle() | irrklang::vec3d< T > | inline |
getInterpolated(const vec3d< T > &other, ik_f32 d) const | irrklang::vec3d< T > | inline |
getLength() const | irrklang::vec3d< T > | inline |
getLengthSQ() const | irrklang::vec3d< T > | inline |
invert() | irrklang::vec3d< T > | inline |
isBetweenPoints(const vec3d< T > &begin, const vec3d< T > &end) const | irrklang::vec3d< T > | inline |
normalize() | irrklang::vec3d< T > | inline |
operator!=(const vec3d< T > &other) const | irrklang::vec3d< T > | inline |
operator*(const vec3d< T > &other) const | irrklang::vec3d< T > | inline |
operator*(const T v) const | irrklang::vec3d< T > | inline |
operator*=(const vec3d< T > &other) | irrklang::vec3d< T > | inline |
operator*=(const T v) | irrklang::vec3d< T > | inline |
operator+(const vec3d< T > &other) const | irrklang::vec3d< T > | inline |
operator+=(const vec3d< T > &other) | irrklang::vec3d< T > | inline |
operator-() const | irrklang::vec3d< T > | inline |
operator-(const vec3d< T > &other) const | irrklang::vec3d< T > | inline |
operator-=(const vec3d< T > &other) | irrklang::vec3d< T > | inline |
operator/(const vec3d< T > &other) const | irrklang::vec3d< T > | inline |
operator/(const T v) const | irrklang::vec3d< T > | inline |
operator/=(const vec3d< T > &other) | irrklang::vec3d< T > | inline |
operator/=(const T v) | irrklang::vec3d< T > | inline |
operator<=(const vec3d< T > &other) const | irrklang::vec3d< T > | inline |
operator=(const vec3d< T > &other) | irrklang::vec3d< T > | inline |
operator==(const vec3d< T > &other) const | irrklang::vec3d< T > | inline |
operator>=(const vec3d< T > &other) const | irrklang::vec3d< T > | inline |
rotateXYBy(ik_f64 degrees, const vec3d< T > ¢er) | irrklang::vec3d< T > | inline |
rotateXZBy(ik_f64 degrees, const vec3d< T > ¢er) | irrklang::vec3d< T > | inline |
rotateYZBy(ik_f64 degrees, const vec3d< T > ¢er) | irrklang::vec3d< T > | inline |
set(const T nx, const T ny, const T nz) | irrklang::vec3d< T > | inline |
set(const vec3d< T > &p) | irrklang::vec3d< T > | inline |
setLength(T newlength) | irrklang::vec3d< T > | inline |
vec3d() | irrklang::vec3d< T > | inline |
vec3d(T nx, T ny, T nz) | irrklang::vec3d< T > | inline |
vec3d(const vec3d< T > &other) | irrklang::vec3d< T > | inline |
X | irrklang::vec3d< T > | |
Y | irrklang::vec3d< T > | |
Z | irrklang::vec3d< T > |