IceMaths::HPoint Member List

This is the complete list of members for IceMaths::HPoint, including all inherited members.

Add(float _x, float _y, float _z, float _w)IceMaths::HPointinline
Add(const float f[4])IceMaths::HPointinline
IceMaths::Point::Add(const Point &p)IceMaths::Pointinline
IceMaths::Point::Add(float _x, float _y, float _z)IceMaths::Pointinline
IceMaths::Point::Add(const float f[3])IceMaths::Pointinline
IceMaths::Point::Add(const Point &p, const Point &q)IceMaths::Pointinline
ApproxZero() constIceMaths::Pointinline
Clamp(float min, float max)IceMaths::Pointinline
ClampLength(float limit_length)IceMaths::Pointinline
ClosestAxis() constIceMaths::Pointinline
Cross(const Point &a, const Point &b)IceMaths::Pointinline
Distance(const Point &b) constIceMaths::Pointinline
Dot(const Point &p) constIceMaths::Pointinline
GetHashValue() constIceMaths::Pointinline
Herp(const Point &p0, const Point &p1, const Point &p2, const Point &p3, float t)IceMaths::Pointinline
HPoint()IceMaths::HPointinline
HPoint(float _x, float _y, float _z, float _w=0.0f)IceMaths::HPointinline
HPoint(const float f[4])IceMaths::HPointinline
HPoint(const Point &p, float _w=0.0f)IceMaths::HPointinline
InvTransform(const Point &r, const Matrix3x3 &rotpos, const Point &linpos)IceMaths::Point
IsNotUsed() constIceMaths::Point
IsValid() constIceMaths::Pointinline
IsZero() constIceMaths::Pointinline
LargestAxis() constIceMaths::Pointinline
Lerp(const Point &a, const Point &b, float t)IceMaths::Pointinline
Mac(const Point &a, const Point &b, float scalar)IceMaths::Pointinline
Mac(const Point &a, float scalar)IceMaths::Pointinline
Mac(const Matrix3x3 &mat, const Point &a)IceMaths::Point
Mac2(const Point &a, const Point &b, float scalarb, const Point &c, float scalarc)IceMaths::Pointinline
Magnitude() constIceMaths::HPointinline
Max() constIceMaths::HPointinline
Max(const HPoint &p)IceMaths::HPointinline
IceMaths::Point::Max(const Point &p)IceMaths::Pointinline
Min() constIceMaths::HPointinline
Min(const HPoint &p)IceMaths::HPointinline
IceMaths::Point::Min(const Point &p)IceMaths::Pointinline
Msc(const Point &a, const Point &b, float scalar)IceMaths::Pointinline
Msc(const Point &a, float scalar)IceMaths::Pointinline
Msc2(const Point &a, const Point &b, float scalarb, const Point &c, float scalarc)IceMaths::Pointinline
Mul(float s)IceMaths::HPointinline
Mult(float s)IceMaths::Pointinline
Mult(const Point &a, float scalar)IceMaths::Pointinline
Mult(const Matrix3x3 &mat, const Point &a)IceMaths::Point
Mult2(const Matrix3x3 &mat1, const Point &a1, const Matrix3x3 &mat2, const Point &a2)IceMaths::Point
Neg()IceMaths::Pointinline
Neg(const Point &a)IceMaths::Pointinline
Normalize()IceMaths::HPointinline
operator const float *() constIceMaths::Pointinline
operator float *()IceMaths::Pointinline
operator HPoint() constIceMaths::Point
operator!=(const HPoint &p) constIceMaths::HPointinline
IceMaths::Point::operator!=(const Point &p) constIceMaths::Pointinline
operator*(const HPoint &p) constIceMaths::HPointinline
operator*(float s) constIceMaths::HPointinline
operator*(float s, const HPoint &p)IceMaths::HPointfriend
operator*(const Matrix3x3 &mat) constIceMaths::HPoint
operator*(const Matrix4x4 &mat) constIceMaths::HPoint
IceMaths::Point::operator*(const Point &p) constIceMaths::Pointinline
operator*=(const HPoint &p)IceMaths::HPointinline
operator*=(float s)IceMaths::HPointinline
operator*=(const Matrix4x4 &mat)IceMaths::HPoint
IceMaths::Point::operator*=(const Point &p)IceMaths::Pointinline
IceMaths::Point::operator*=(const Matrix3x3 &mat)IceMaths::Pointinline
operator+(const HPoint &p) constIceMaths::HPointinline
IceMaths::Point::operator+(const Point &p) constIceMaths::Pointinline
operator+=(const HPoint &p)IceMaths::HPointinline
operator+=(float s)IceMaths::HPointinline
IceMaths::Point::operator+=(const Point &p)IceMaths::Pointinline
operator-() constIceMaths::HPointinline
operator-(const HPoint &p) constIceMaths::HPointinline
IceMaths::Point::operator-(const Point &p) constIceMaths::Pointinline
operator-=(const HPoint &p)IceMaths::HPointinline
operator-=(float s)IceMaths::HPointinline
IceMaths::Point::operator-=(const Point &p)IceMaths::Pointinline
operator/(const HPoint &p) constIceMaths::HPointinline
operator/(float s) constIceMaths::HPointinline
operator/(float s, const HPoint &p)IceMaths::HPointfriend
IceMaths::Point::operator/(const Point &p) constIceMaths::Pointinline
operator/=(const HPoint &p)IceMaths::HPointinline
operator/=(float s)IceMaths::HPointinline
IceMaths::Point::operator/=(const Point &p)IceMaths::Pointinline
operator==(const HPoint &p) constIceMaths::HPointinline
IceMaths::Point::operator==(const Point &p) constIceMaths::Pointinline
operator^(const Point &p) constIceMaths::Pointinline
operator|(const HPoint &p) constIceMaths::HPointinline
IceMaths::Point::operator|(const Point &p) constIceMaths::Pointinline
Point()IceMaths::Pointinline
Point(float _x, float _y, float _z)IceMaths::Pointinline
Point(const float f[3])IceMaths::Pointinline
Point(const Point &p)IceMaths::Pointinline
PositiveUnitRandomVector()IceMaths::Point
ProjectToPlane(const Plane &p)IceMaths::Point
ProjectToScreen(float halfrenderwidth, float halfrenderheight, const Matrix4x4 &mat, HPoint &projected) constIceMaths::Point
Refract(const Point &eye, const Point &n, float refractindex, Point &refracted)IceMaths::Point
Set(float _x, float _y, float _z, float _w)IceMaths::HPointinline
Set(const float f[4])IceMaths::HPointinline
Set(const HPoint &src)IceMaths::HPointinline
IceMaths::Point::Set(float _x, float _y, float _z)IceMaths::Pointinline
IceMaths::Point::Set(const float f[3])IceMaths::Pointinline
IceMaths::Point::Set(const Point &src)IceMaths::Pointinline
SetLength(float length)IceMaths::Pointinline
SetMinusInfinity()IceMaths::Pointinline
SetNotUsed()IceMaths::Point
SetPlusInfinity()IceMaths::Pointinline
SmallestAxis() constIceMaths::Pointinline
SquareDistance(const Point &b) constIceMaths::Pointinline
SquareMagnitude() constIceMaths::HPointinline
Sub(float _x, float _y, float _z, float _w)IceMaths::HPointinline
Sub(const float f[4])IceMaths::HPointinline
IceMaths::Point::Sub(const Point &p)IceMaths::Pointinline
IceMaths::Point::Sub(float _x, float _y, float _z)IceMaths::Pointinline
IceMaths::Point::Sub(const float f[3])IceMaths::Pointinline
IceMaths::Point::Sub(const Point &p, const Point &q)IceMaths::Pointinline
Transform(const Point &r, const Matrix3x3 &rotpos, const Point &linpos)IceMaths::Point
TransMult(const Matrix3x3 &mat, const Point &a)IceMaths::Point
Tweak(udword coord_mask, udword tweak_mask)IceMaths::Pointinline
TweakBigger()IceMaths::Pointinline
TweakSmaller()IceMaths::Pointinline
Unfold(Plane &p, Point &a, Point &b)IceMaths::Point
UnitRandomVector()IceMaths::Point
VectorCode() constIceMaths::Pointinline
Volume() constIceMaths::Pointinline
wIceMaths::HPoint
xIceMaths::Point
yIceMaths::Point
zIceMaths::Point
Zero()IceMaths::HPointinline
~HPoint()IceMaths::HPointinline
~Point()IceMaths::Pointinline


openhrp3
Author(s): AIST, General Robotix Inc., Nakamura Lab of Dept. of Mechano Informatics at University of Tokyo
autogenerated on Thu Sep 8 2022 02:24:09