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::SlerpVectorSyntaxMUST_USE_RESULT float3 Quat::SlerpVector(const float3 &from, const float3 &to, float t); [11 lines of code]Returns the 'from' vector rotated towards the 'to' vector by the given normalized time parameter. This function slerps the given 'from' vector towards the 'to' vector. Parametersconst float3 &fromconst float3 &tofloatt Return ValueA spherical linear interpolation of the vector 'from' towards the vector 'to'. Work in progress:Todo: in MUST_USE_RESULT float3 Quat::SlerpVector(const float3 &from, const float3 &to, float t): The following chain can be greatly optimized. |