, including all inherited members.
Add(Quaternion q) | Quaternion | |
Add(ref Quaternion q, out Quaternion result) | Quaternion | |
Add(Quaternion q1, Quaternion q2) | Quaternion | [static] |
Add(ref Quaternion q1, ref Quaternion q2, out Quaternion result) | Quaternion | [static] |
Angle(Quaternion q) | Quaternion | |
Angle(ref Quaternion q) | Quaternion | |
Angle(Quaternion q1, Quaternion q2) | Quaternion | [static] |
Angle(ref Quaternion q1, ref Quaternion q2) | Quaternion | [static] |
Conjugate() | Quaternion | |
Conjugate(out Quaternion result) | Quaternion | |
Conjugate(Quaternion q) | Quaternion | [static] |
Conjugate(ref Quaternion q, out Quaternion result) | Quaternion | [static] |
Divide(float f) | Quaternion | |
Divide(float f, out Quaternion result) | Quaternion | |
Divide(Quaternion q, float f) | Quaternion | [static] |
Divide(ref Quaternion q, float f, out Quaternion result) | Quaternion | [static] |
Dot(Quaternion q) | Quaternion | |
Dot(ref Quaternion q) | Quaternion | |
Dot(Quaternion q1, Quaternion q2) | Quaternion | [static] |
Dot(ref Quaternion q1, ref Quaternion q2) | Quaternion | [static] |
Equals(Quaternion q, float epsilon) | Quaternion | |
Equals(Quaternion q) | Quaternion | |
Equals(Object o) | Quaternion | |
Exp() | Quaternion | |
Exp(out Quaternion result) | Quaternion | |
Exp(Quaternion q) | Quaternion | [static] |
Exp(ref Quaternion q, out Quaternion result) | Quaternion | [static] |
FromMatrix4(Matrix4 m) | Quaternion | [static] |
FromMatrix4(ref Matrix4 m, out Quaternion result) | Quaternion | [static] |
GetHashCode() | Quaternion | |
Identity | Quaternion | [static] |
Inverse() | Quaternion | |
Inverse(out Quaternion result) | Quaternion | |
Inverse(Quaternion q) | Quaternion | [static] |
Inverse(ref Quaternion q, out Quaternion result) | Quaternion | [static] |
IsIdentity() | Quaternion | |
IsInfinity() | Quaternion | |
IsNaN() | Quaternion | |
IsUnit(float epsilon) | Quaternion | |
Length() | Quaternion | |
Length(Quaternion q) | Quaternion | [static] |
Length(ref Quaternion q) | Quaternion | [static] |
LengthSquared() | Quaternion | |
LengthSquared(Quaternion q) | Quaternion | [static] |
LengthSquared(ref Quaternion q) | Quaternion | [static] |
Lerp(Quaternion q, float f) | Quaternion | |
Lerp(ref Quaternion q, float f, out Quaternion result) | Quaternion | |
Lerp(Quaternion q1, Quaternion q2, float f) | Quaternion | [static] |
Lerp(ref Quaternion q1, ref Quaternion q2, float f, out Quaternion result) | Quaternion | [static] |
Log() | Quaternion | |
Log(out Quaternion result) | Quaternion | |
Log(Quaternion q) | Quaternion | [static] |
Log(ref Quaternion q, out Quaternion result) | Quaternion | [static] |
Multiply(Quaternion q) | Quaternion | |
Multiply(ref Quaternion q, out Quaternion result) | Quaternion | |
Multiply(float f) | Quaternion | |
Multiply(float f, out Quaternion result) | Quaternion | |
Multiply(Quaternion q1, Quaternion q2) | Quaternion | [static] |
Multiply(ref Quaternion q1, ref Quaternion q2, out Quaternion result) | Quaternion | [static] |
Multiply(Quaternion q, float f) | Quaternion | [static] |
Multiply(ref Quaternion q, float f, out Quaternion result) | Quaternion | [static] |
Negate() | Quaternion | |
Negate(out Quaternion result) | Quaternion | |
Negate(Quaternion q) | Quaternion | [static] |
Negate(ref Quaternion q, out Quaternion result) | Quaternion | [static] |
Normalize() | Quaternion | |
Normalize(out Quaternion result) | Quaternion | |
Normalize(Quaternion q) | Quaternion | [static] |
Normalize(ref Quaternion q, out Quaternion result) | Quaternion | [static] |
operator!=(Quaternion q1, Quaternion q2) | Quaternion | [static] |
operator*(Quaternion q1, Quaternion q2) | Quaternion | [static] |
operator*(Quaternion q, float f) | Quaternion | [static] |
operator*(float f, Quaternion q) | Quaternion | [static] |
operator+(Quaternion q1, Quaternion q2) | Quaternion | [static] |
operator-(Quaternion q1, Quaternion q2) | Quaternion | [static] |
operator-(Quaternion q) | Quaternion | [static] |
operator/(Quaternion q, float f) | Quaternion | [static] |
operator==(Quaternion q1, Quaternion q2) | Quaternion | [static] |
Quaternion(float x, float y, float z, float w) | Quaternion | |
Quaternion(Vector3 xyz, float w) | Quaternion | |
Quaternion(Vector4 v) | Quaternion | |
RotationAxis(Vector3 axis, float angle) | Quaternion | [static] |
RotationAxis(ref Vector3 axis, float angle, out Quaternion result) | Quaternion | [static] |
RotationX(float angle) | Quaternion | [static] |
RotationX(float angle, out Quaternion result) | Quaternion | [static] |
RotationXyz(float x, float y, float z) | Quaternion | [static] |
RotationXyz(float x, float y, float z, out Quaternion result) | Quaternion | [static] |
RotationXyz(Vector3 angles) | Quaternion | [static] |
RotationXyz(ref Vector3 angles, out Quaternion result) | Quaternion | [static] |
RotationXzy(float x, float y, float z) | Quaternion | [static] |
RotationXzy(float x, float y, float z, out Quaternion result) | Quaternion | [static] |
RotationXzy(Vector3 angles) | Quaternion | [static] |
RotationXzy(ref Vector3 angles, out Quaternion result) | Quaternion | [static] |
RotationY(float angle) | Quaternion | [static] |
RotationY(float angle, out Quaternion result) | Quaternion | [static] |
RotationYxz(float x, float y, float z) | Quaternion | [static] |
RotationYxz(float x, float y, float z, out Quaternion result) | Quaternion | [static] |
RotationYxz(Vector3 angles) | Quaternion | [static] |
RotationYxz(ref Vector3 angles, out Quaternion result) | Quaternion | [static] |
RotationYzx(float x, float y, float z) | Quaternion | [static] |
RotationYzx(float x, float y, float z, out Quaternion result) | Quaternion | [static] |
RotationYzx(Vector3 angles) | Quaternion | [static] |
RotationYzx(ref Vector3 angles, out Quaternion result) | Quaternion | [static] |
RotationZ(float angle) | Quaternion | [static] |
RotationZ(float angle, out Quaternion result) | Quaternion | [static] |
RotationZxy(float x, float y, float z) | Quaternion | [static] |
RotationZxy(float x, float y, float z, out Quaternion result) | Quaternion | [static] |
RotationZxy(Vector3 angles) | Quaternion | [static] |
RotationZxy(ref Vector3 angles, out Quaternion result) | Quaternion | [static] |
RotationZyx(float x, float y, float z) | Quaternion | [static] |
RotationZyx(float x, float y, float z, out Quaternion result) | Quaternion | [static] |
RotationZyx(Vector3 angles) | Quaternion | [static] |
RotationZyx(ref Vector3 angles, out Quaternion result) | Quaternion | [static] |
Slerp(Quaternion q, float f) | Quaternion | |
Slerp(ref Quaternion q, float f, out Quaternion result) | Quaternion | |
Slerp(Quaternion q1, Quaternion q2, float f) | Quaternion | [static] |
Slerp(ref Quaternion q1, ref Quaternion q2, float f, out Quaternion result) | Quaternion | [static] |
Subtract(Quaternion q) | Quaternion | |
Subtract(ref Quaternion q, out Quaternion result) | Quaternion | |
Subtract(Quaternion q1, Quaternion q2) | Quaternion | [static] |
Subtract(ref Quaternion q1, ref Quaternion q2, out Quaternion result) | Quaternion | [static] |
ToAxisAngle(out Vector3 axis, out float angle) | Quaternion | |
ToMatrix4() | Quaternion | |
ToMatrix4(out Matrix4 result) | Quaternion | |
ToString() | Quaternion | |
ToVector4() | Quaternion | |
ToVector4(out Vector4 result) | Quaternion | |
Transform(Vector4 v) | Quaternion | |
Transform(ref Vector4 v, out Vector4 result) | Quaternion | |
Transform(Vector3 v) | Quaternion | |
Transform(ref Vector3 v, out Vector3 result) | Quaternion | |
Transform(Vector2 v) | Quaternion | |
Transform(ref Vector2 v, out Vector2 result) | Quaternion | |
Transform(Quaternion q, Vector4 v) | Quaternion | [static] |
Transform(ref Quaternion q, ref Vector4 v, out Vector4 result) | Quaternion | [static] |
Transform(Quaternion q, Vector3 v) | Quaternion | [static] |
Transform(ref Quaternion q, ref Vector3 v, out Vector3 result) | Quaternion | [static] |
Transform(Quaternion q, Vector2 v) | Quaternion | [static] |
Transform(ref Quaternion q, ref Vector2 v, out Vector2 result) | Quaternion | [static] |
TurnTo(Quaternion q, float angle) | Quaternion | |
TurnTo(ref Quaternion q, float angle, out Quaternion result) | Quaternion | |
TurnTo(Quaternion q1, Quaternion q2, float angle) | Quaternion | [static] |
TurnTo(ref Quaternion q1, ref Quaternion q2, float angle, out Quaternion result) | Quaternion | [static] |
W | Quaternion | |
X | Quaternion | |
Y | Quaternion | |
Z | Quaternion | |