tf2 rolling
tf2 maintains the relationship between coordinate frames in a tree structure buffered in time, and lets the user transform points, vectors, etc between any two coordinate frames at any desired point in time.
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tf2::Quaternion Member List

This is the complete list of members for tf2::Quaternion, including all inherited members.

angle(const Quaternion &q) consttf2::Quaternioninline
angleShortestPath(const Quaternion &q) consttf2::Quaternioninline
createFromEuler(const tf2Scalar &roll, const tf2Scalar &pitch, const tf2Scalar &yaw)tf2::Quaternioninlinestatic
createFromRotation(const Vector3 &axis, const tf2Scalar &angle)tf2::Quaternioninlinestatic
createFromRPY(const tf2Scalar &roll, const tf2Scalar &pitch, const tf2Scalar &yaw)tf2::Quaternioninlinestatic
dot(const Quaternion &q) consttf2::Quaternioninline
farthest(const Quaternion &qd) consttf2::Quaternioninline
getAngle() consttf2::Quaternioninline
getAngleShortestPath() consttf2::Quaternioninline
getAxis() consttf2::Quaternioninline
getIdentity()tf2::Quaternioninlinestatic
getW() consttf2::Quaternioninline
getX() consttf2::QuadWordinline
getY() consttf2::QuadWordinline
getZ() consttf2::QuadWordinline
inverse() consttf2::Quaternioninline
isnan() consttf2::Quaternioninline
length() consttf2::Quaternioninline
length2() consttf2::Quaternioninline
m_floatstf2::QuadWordprotected
nearest(const Quaternion &qd) consttf2::Quaternioninline
normalize()tf2::Quaternioninline
normalized() consttf2::Quaternioninline
operator const tf2Scalar *() consttf2::QuadWordinline
operator tf2Scalar *()tf2::QuadWordinline
operator!=(const QuadWord &other) consttf2::QuadWordinline
operator*(const tf2Scalar &s) consttf2::Quaternioninline
operator*=(const tf2Scalar &s)tf2::Quaternioninline
operator*=(const Quaternion &q)tf2::Quaternioninline
operator+(const Quaternion &q2) consttf2::Quaternioninline
operator+=(const Quaternion &q)tf2::Quaternioninline
operator-(const Quaternion &q2) consttf2::Quaternioninline
operator-() consttf2::Quaternioninline
operator-=(const Quaternion &q)tf2::Quaternioninline
operator/(const tf2Scalar &s) consttf2::Quaternioninline
operator/=(const tf2Scalar &s)tf2::Quaternioninline
operator==(const QuadWord &other) consttf2::QuadWordinline
QuadWord()tf2::QuadWordinline
QuadWord(const tf2Scalar &x, const tf2Scalar &y, const tf2Scalar &z)tf2::QuadWordinline
QuadWord(const tf2Scalar &x, const tf2Scalar &y, const tf2Scalar &z, const tf2Scalar &w)tf2::QuadWordinline
Quaternion()tf2::Quaternioninline
Quaternion(const tf2Scalar &x, const tf2Scalar &y, const tf2Scalar &z, const tf2Scalar &w)tf2::Quaternioninline
Quaternion(const Vector3 &axis, const tf2Scalar &angle)tf2::Quaternioninline
Quaternion(const tf2Scalar &roll, const tf2Scalar &pitch, const tf2Scalar &yaw)tf2::Quaternioninline
setEuler(const tf2Scalar &yaw, const tf2Scalar &pitch, const tf2Scalar &roll)tf2::Quaternioninline
setMax(const QuadWord &other)tf2::QuadWordinline
setMin(const QuadWord &other)tf2::QuadWordinline
setRotation(const Vector3 &axis, const tf2Scalar &angle)tf2::Quaternioninline
setRPY(const tf2Scalar &roll, const tf2Scalar &pitch, const tf2Scalar &yaw)tf2::Quaternioninline
setValue(const tf2Scalar &x, const tf2Scalar &y, const tf2Scalar &z)tf2::QuadWordinline
setValue(const tf2Scalar &x, const tf2Scalar &y, const tf2Scalar &z, const tf2Scalar &w)tf2::QuadWordinline
setW(tf2Scalar w)tf2::QuadWordinline
setX(tf2Scalar x)tf2::QuadWordinline
setY(tf2Scalar y)tf2::QuadWordinline
setZ(tf2Scalar z)tf2::QuadWordinline
slerp(const Quaternion &q, const tf2Scalar &t) consttf2::Quaternioninline
w() consttf2::QuadWordinline
x() consttf2::QuadWordinline
y() consttf2::QuadWordinline
z() consttf2::QuadWordinline