Quaternion Member List

This is the complete list of members for Quaternion, 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
IdentityQuaternion [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]
WQuaternion
XQuaternion
YQuaternion
ZQuaternion