Space Engineers
VRageMath.Quaternion Member List

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

Add(Quaternion quaternion1, Quaternion quaternion2)VRageMath.Quaternioninlinestatic
Add(ref Quaternion quaternion1, ref Quaternion quaternion2, out Quaternion result)VRageMath.Quaternioninlinestatic
Concatenate(Quaternion value1, Quaternion value2)VRageMath.Quaternioninlinestatic
Concatenate(ref Quaternion value1, ref Quaternion value2, out Quaternion result)VRageMath.Quaternioninlinestatic
Conjugate()VRageMath.Quaternioninline
Conjugate(Quaternion value)VRageMath.Quaternioninlinestatic
Conjugate(ref Quaternion value, out Quaternion result)VRageMath.Quaternioninlinestatic
CreateFromAxisAngle(Vector3 axis, float angle)VRageMath.Quaternioninlinestatic
CreateFromAxisAngle(ref Vector3 axis, float angle, out Quaternion result)VRageMath.Quaternioninlinestatic
CreateFromForwardUp(Vector3 forward, Vector3 up)VRageMath.Quaternioninlinestatic
CreateFromRotationMatrix(MatrixD matrix)VRageMath.Quaternioninlinestatic
CreateFromRotationMatrix(Matrix matrix)VRageMath.Quaternioninlinestatic
CreateFromRotationMatrix(ref MatrixD matrix, out Quaternion result)VRageMath.Quaternioninlinestatic
CreateFromRotationMatrix(ref Matrix matrix, out Quaternion result)VRageMath.Quaternioninlinestatic
CreateFromTwoVectors(ref Vector3 firstVector, ref Vector3 secondVector, out Quaternion result)VRageMath.Quaternioninlinestatic
CreateFromTwoVectors(Vector3 firstVector, Vector3 secondVector)VRageMath.Quaternioninlinestatic
CreateFromYawPitchRoll(float yaw, float pitch, float roll)VRageMath.Quaternioninlinestatic
CreateFromYawPitchRoll(float yaw, float pitch, float roll, out Quaternion result)VRageMath.Quaternioninlinestatic
Divide(Quaternion quaternion1, Quaternion quaternion2)VRageMath.Quaternioninlinestatic
Divide(ref Quaternion quaternion1, ref Quaternion quaternion2, out Quaternion result)VRageMath.Quaternioninlinestatic
Dot(Quaternion quaternion1, Quaternion quaternion2)VRageMath.Quaternioninlinestatic
Dot(ref Quaternion quaternion1, ref Quaternion quaternion2, out float result)VRageMath.Quaternioninlinestatic
Equals(Quaternion other)VRageMath.Quaternioninline
Equals(Quaternion value, float epsilon)VRageMath.Quaternioninline
Equals(object obj)VRageMath.Quaternioninline
FindLargestIndex()VRageMath.Quaternioninline
ForwardVRageMath.Quaternion
FromVector4(Vector4 v)VRageMath.Quaternioninlinestatic
GetAxisAngle(out Vector3 axis, out float angle)VRageMath.Quaternioninline
GetComponent(int index)VRageMath.Quaternioninline
GetForward(ref Quaternion q, out Vector3 result)VRageMath.Quaternioninlinestatic
GetHashCode()VRageMath.Quaternioninline
GetRight(ref Quaternion q, out Vector3 result)VRageMath.Quaternioninlinestatic
GetUp(ref Quaternion q, out Vector3 result)VRageMath.Quaternioninlinestatic
IdentityVRageMath.Quaternionstatic
Inverse(Quaternion quaternion)VRageMath.Quaternioninlinestatic
Inverse(ref Quaternion quaternion, out Quaternion result)VRageMath.Quaternioninlinestatic
IsZero(Quaternion value)VRageMath.Quaternioninlinestatic
IsZero(Quaternion value, float epsilon)VRageMath.Quaternioninlinestatic
Length()VRageMath.Quaternioninline
LengthSquared()VRageMath.Quaternioninline
Lerp(Quaternion quaternion1, Quaternion quaternion2, float amount)VRageMath.Quaternioninlinestatic
Lerp(ref Quaternion quaternion1, ref Quaternion quaternion2, float amount, out Quaternion result)VRageMath.Quaternioninlinestatic
Multiply(Quaternion quaternion1, Quaternion quaternion2)VRageMath.Quaternioninlinestatic
Multiply(ref Quaternion quaternion1, ref Quaternion quaternion2, out Quaternion result)VRageMath.Quaternioninlinestatic
Multiply(Quaternion quaternion1, float scaleFactor)VRageMath.Quaternioninlinestatic
Multiply(ref Quaternion quaternion1, float scaleFactor, out Quaternion result)VRageMath.Quaternioninlinestatic
Negate(Quaternion quaternion)VRageMath.Quaternioninlinestatic
Negate(ref Quaternion quaternion, out Quaternion result)VRageMath.Quaternioninlinestatic
Normalize()VRageMath.Quaternioninline
Normalize(Quaternion quaternion)VRageMath.Quaternioninlinestatic
Normalize(ref Quaternion quaternion, out Quaternion result)VRageMath.Quaternioninlinestatic
operator!=(Quaternion quaternion1, Quaternion quaternion2)VRageMath.Quaternioninlinestatic
operator*(Quaternion quaternion1, Quaternion quaternion2)VRageMath.Quaternioninlinestatic
operator*(Quaternion quaternion1, float scaleFactor)VRageMath.Quaternioninlinestatic
operator+(Quaternion quaternion1, Quaternion quaternion2)VRageMath.Quaternioninlinestatic
operator-(Quaternion quaternion)VRageMath.Quaternioninlinestatic
operator-(Quaternion quaternion1, Quaternion quaternion2)VRageMath.Quaternioninlinestatic
operator/(Quaternion quaternion1, Quaternion quaternion2)VRageMath.Quaternioninlinestatic
operator==(Quaternion quaternion1, Quaternion quaternion2)VRageMath.Quaternioninlinestatic
Quaternion()VRageMath.Quaternioninlinestatic
Quaternion(float x, float y, float z, float w)VRageMath.Quaternioninline
Quaternion(Vector3 vectorPart, float scalarPart)VRageMath.Quaternioninline
RightVRageMath.Quaternion
SetComponent(int index, float value)VRageMath.Quaternioninline
Slerp(Quaternion quaternion1, Quaternion quaternion2, float amount)VRageMath.Quaternioninlinestatic
Slerp(ref Quaternion quaternion1, ref Quaternion quaternion2, float amount, out Quaternion result)VRageMath.Quaternioninlinestatic
Subtract(Quaternion quaternion1, Quaternion quaternion2)VRageMath.Quaternioninlinestatic
Subtract(ref Quaternion quaternion1, ref Quaternion quaternion2, out Quaternion result)VRageMath.Quaternioninlinestatic
ToString()VRageMath.Quaternioninline
ToStringAxisAngle(string format="G")VRageMath.Quaternioninline
ToVector4()VRageMath.Quaternioninline
UpVRageMath.Quaternion
WVRageMath.Quaternion
XVRageMath.Quaternion
YVRageMath.Quaternion
ZVRageMath.Quaternion
ZeroVRageMath.Quaternionstatic