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RioEngine
0.1
My first attempt to create a 3D WYSIWYG Game Engine
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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 > |