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Frame Member List

This is the complete list of members for Frame, including all inherited members.
alignWithFrame(const Frame *const fr, bool move=false, float threshold=0.85f)Frame
constraint() constFrame [inline]
coordinatesOf(const Vec &src) constFrame
coordinatesOfFrom(const Vec &src, const Frame *from) constFrame
coordinatesOfIn(const Vec &src, const Frame *in) constFrame
domElement(const QString &name, QDomDocument &doc) constFrame [virtual]
Frame()Frame
Frame(const Frame &f)Frame
Frame(const Vec &pos, const Quaternion &orien)Frame [explicit]
getCoordinatesOf(const float src[3], float res[3]) constFrame
getCoordinatesOfFrom(const float src[3], float res[3], const Frame *from) constFrame
getCoordinatesOfIn(const float src[3], float res[3], const Frame *in) constFrame
getInverseCoordinatesOf(const float src[3], float res[3]) constFrame
getInverseTransformOf(const float src[3], float res[3]) constFrame
getLocalCoordinatesOf(const float src[3], float res[3]) constFrame
getLocalInverseCoordinatesOf(const float src[3], float res[3]) constFrame
getLocalInverseTransformOf(const float src[3], float res[3]) constFrame
getLocalTransformOf(const float src[3], float res[3]) constFrame
getMatrix(GLdouble m[4][4]) constFrame
getMatrix(GLdouble m[16]) constFrame
getOrientation(float &q0, float &q1, float &q2, float &q3) constFrame
getPosition(float &x, float &y, float &z) constFrame
getRotation(float &x, float &y, float &z, float &a) constFrame
getTransformOf(const float src[3], float res[3]) constFrame
getTransformOfFrom(const float src[3], float res[3], const Frame *from) constFrame
getTransformOfIn(const float src[3], float res[3], const Frame *in) constFrame
getTranslation(float &x, float &y, float &z) constFrame
getWorldMatrix(GLdouble m[4][4]) constFrame
getWorldMatrix(GLdouble m[16]) constFrame
initFromDOMElement(const QDomElement &de)Frame [virtual]
inverseCoordinatesOf(const Vec &src) constFrame
inverseTransformOf(const Vec &src) constFrame
localCoordinatesOf(const Vec &src) constFrame
localInverseCoordinatesOf(const Vec &src) constFrame
localInverseTransformOf(const Vec &src) constFrame
localTransformOf(const Vec &src) constFrame
matrix() constFrame
modified()Frame [signal]
operator=(const Frame &f)Frame
orientation() constFrame
position() constFrame [inline]
projectOnLine(const Vec &origin, const Vec &dir)Frame
referenceFrame() constFrame [inline]
rotate(Quaternion &q)Frame
rotate(const Quaternion &q)Frame
rotate(float q[4])Frame
rotate(float &x, float &y, float &z, float &a)Frame
rotate(const float x, const float y, const float z, const float a)Frame
rotateAroundPoint(Quaternion &q, const Vec &p)Frame
rotateAroundPoint(const Quaternion &q, const Vec &p)Frame
rotation() constFrame [inline]
setConstraint(Constraint *c)Frame [inline]
setFromMatrix(const float m[4][4])Frame
setOrientation(const float x, const float y, const float z, const float a)Frame
setOrientation(const Quaternion &q)Frame
setOrientationAxisAngle(const float x, const float y, const float z, const float a)Frame
setOrientationWithConstraint(Quaternion &q)Frame
setPosition(const Vec &t)Frame
setPosition(const float x, const float y, const float z)Frame
setPositionAndOrientation(const Vec &t, const Quaternion &q)Frame
setPositionAndOrientationWithConstraint(Vec &t, Quaternion &q)Frame
setPositionWithConstraint(Vec &t)Frame
setReferenceFrame(Frame *const fr)Frame
setRotation(const float x, const float y, const float z, const float a)Frame
setRotation(const Quaternion &q)Frame [inline]
setRotationAxisAngle(const float x, const float y, const float z, const float a)Frame
setRotationWithConstraint(Quaternion &q)Frame
settingAsReferenceFrameWillCreateALoop(Frame *const fr)Frame
setTranslation(const float x, const float y, const float z)Frame
setTranslation(const Vec &t)Frame [inline]
setTranslationAndRotation(const Vec &t, const Quaternion &q)Frame
setTranslationAndRotationWithConstraint(Vec &t, Quaternion &q)Frame
setTranslationWithConstraint(Vec &t)Frame
transformOf(const Vec &src) constFrame
transformOfFrom(const Vec &src, const Frame *from) constFrame
transformOfIn(const Vec &src, const Frame *in) constFrame
translate(Vec &t)Frame
translate(const Vec &t)Frame
translate(float t[3])Frame
translate(float &x, float &y, float &z)Frame
translate(const float x, const float y, const float z)Frame
translation() constFrame [inline]
worldMatrix() constFrame
~Frame()Frame [inline, virtual]

Generated on Wed Feb 11 17:22:07 2004 for libQGLViewer by doxygen 1.3.3