Back to class indexx | y | z | w | identity[static][const] | nan[static][const] | ctor (+7 overloads) | WorldX()[const] | WorldY()[const] | WorldZ()[const] | Axis()[const] | Angle()[const] | Dot(rhs)[const] | LengthSq()[const] | Length()[const] | Normalize() | Normalized()[const] | IsNormalized(epsilon)[const] | IsInvertible(epsilon)[const] | IsFinite()[const] | Equals(rhs,epsilon)[const] | BitEquals(other)[const] | ptr() (+1 overload) | Inverse() | Inverted()[const] | InverseAndNormalize() | Conjugate() | Conjugated()[const] | Transform(x,y,z)[const] (+2 overloads) | Lerp(target,t)[const] | Slerp(target,t)[const] | AngleBetween(target)[const] | AxisFromTo(target)[const] | ToAxisAngle(...)[const] (+1 overload) | SetFromAxisAngle(...) (+1 overload) | Set(matrix) (+3 overloads) | ToEulerXYX()[const] | ToFloat3x3()[const] | ToFloat3x4()[const] | ToFloat4x4()[const] (+2 overloads) | ToString()[const] | ToString2()[const] | SerializeToString()[const] | SerializeToCodeString()[const] | operator*(rhs)[const] (+2 overloads) | operator/(rhs)[const] | operator+()[const] | Mul(rhs)[const] (+3 overloads) | Neg()[const] | Lerp(source,target,t)[static] | Slerp(source,target,t)[static] | SlerpVector(from,to,t)[static] | SlerpVectorAbs(...)[static] | LookAt(...)[static] | RotateX(angleRadians)[static] | RotateY(angleRadians)[static] | RotateZ(angleRadians)[static] | RotateAxisAngle(...)[static] | RotateFromTo(...)[static] (+2 overloads) | FromEuler***(x2,y,x)[static] | RandomRotation(lcg)[static] | FromString(str,outEndStr)[static] (+1 overload) |
| Quat::FromEuler***SyntaxMUST_USE_RESULT Quat Quat::FromEulerXYX(float x2, float y, float x); [1 line of code] MUST_USE_RESULT Quat Quat::FromEulerXZX(float x2, float z, float x); [1 lines of code] MUST_USE_RESULT Quat Quat::FromEulerYXY(float y2, float x, float y); [1 lines of code] MUST_USE_RESULT Quat Quat::FromEulerYZY(float y2, float z, float y); [1 lines of code] MUST_USE_RESULT Quat Quat::FromEulerZXZ(float z2, float x, float z); [1 lines of code] MUST_USE_RESULT Quat Quat::FromEulerZYZ(float z2, float y, float z); [1 lines of code] MUST_USE_RESULT Quat Quat::FromEulerXYZ(float x, float y, float z); [1 lines of code] MUST_USE_RESULT Quat Quat::FromEulerXZY(float x, float z, float y); [1 lines of code] MUST_USE_RESULT Quat Quat::FromEulerYXZ(float y, float x, float z); [1 lines of code] MUST_USE_RESULT Quat Quat::FromEulerYZX(float y, float z, float x); [1 lines of code] MUST_USE_RESULT Quat Quat::FromEulerZXY(float z, float x, float y); [1 lines of code] MUST_USE_RESULT Quat Quat::FromEulerZYX(float z, float y, float x); [1 lines of code]Creates a new [Quat] from the given sequence of Euler rotation angles (in radians). The FromEulerABC function returns a matrix M = A(a) * B(b) * C(c). Rotation C is applied first, followed by B and then A. |