libQGLViewer: Member List

libQGLViewer Version 2.5.0

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Frame Member List

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

alignWithFrame(const Frame *const frame, bool move=false, float threshold=0.85f) | Frame |
constraint() const | Frame |
coordinatesOf(const Vec &src) const | Frame |
coordinatesOfFrom(const Vec &src, const Frame *const from) const | Frame |
coordinatesOfIn(const Vec &src, const Frame *const in) const | Frame |
domElement(const QString &name, QDomDocument &document) const | Frame | virtual
Frame() | Frame |
Frame(const Frame &frame) | Frame |
Frame(const Vec &position, const Quaternion &orientation) | Frame |
getCoordinatesOf(const float src[3], float res[3]) const | Frame |
getCoordinatesOfFrom(const float src[3], float res[3], const Frame *const from) const | Frame |
getCoordinatesOfIn(const float src[3], float res[3], const Frame *const in) const | Frame |
getInverseCoordinatesOf(const float src[3], float res[3]) const | Frame |
getInverseTransformOf(const float src[3], float res[3]) const | Frame |
getLocalCoordinatesOf(const float src[3], float res[3]) const | Frame |
getLocalInverseCoordinatesOf(const float src[3], float res[3]) const | Frame |
getLocalInverseTransformOf(const float src[3], float res[3]) const | Frame |
getLocalTransformOf(const float src[3], float res[3]) const | Frame |
getMatrix(GLdouble m[4][4]) const | Frame |
getMatrix(GLdouble m[16]) const | Frame |
getOrientation(double &q0, double &q1, double &q2, double &q3) const | Frame |
getPosition(float &x, float &y, float &z) const | Frame |
getRotation(double &q0, double &q1, double &q2, double &q3) const | Frame |
getTransformOf(const float src[3], float res[3]) const | Frame |
getTransformOfFrom(const float src[3], float res[3], const Frame *const from) const | Frame |
getTransformOfIn(const float src[3], float res[3], const Frame *const in) const | Frame |
getTranslation(float &x, float &y, float &z) const | Frame |
getWorldMatrix(GLdouble m[4][4]) const | Frame |
getWorldMatrix(GLdouble m[16]) const | Frame |
initFromDOMElement(const QDomElement &element) | Frame | virtualslot
interpolated() | Frame | signal
inverse() const | Frame |
inverseCoordinatesOf(const Vec &src) const | Frame |
inverseTransformOf(const Vec &src) const | Frame |
localCoordinatesOf(const Vec &src) const | Frame |
localInverseCoordinatesOf(const Vec &src) const | Frame |
localInverseTransformOf(const Vec &src) const | Frame |
localTransformOf(const Vec &src) const | Frame |
matrix() const | Frame |
modified() | Frame | signal
operator=(const Frame &frame) | Frame |
orientation() const | Frame |
position() const | Frame |
projectOnLine(const Vec &origin, const Vec &direction) | Frame |
referenceFrame() const | Frame |
rotate(Quaternion &q) | Frame |
rotate(const Quaternion &q) | Frame |
rotate(double q0, double q1, double q2, double q3) | Frame |
rotate(double &q0, double &q1, double &q2, double &q3) | Frame |
rotateAroundPoint(Quaternion &rotation, const Vec &point) | Frame |
rotateAroundPoint(const Quaternion &rotation, const Vec &point) | Frame |
rotation() const | Frame |
setConstraint(Constraint *const constraint) | Frame |
setFromMatrix(const GLdouble m[4][4]) | Frame |
setFromMatrix(const GLdouble m[16]) | Frame |
setOrientation(const Quaternion &orientation) | Frame |
setOrientation(double q0, double q1, double q2, double q3) | Frame |
setOrientationWithConstraint(Quaternion &orientation) | Frame |
setPosition(const Vec &position) | Frame |
setPosition(float x, float y, float z) | Frame |
setPositionAndOrientation(const Vec &position, const Quaternion &orientation) | Frame |
setPositionAndOrientationWithConstraint(Vec &position, Quaternion &orientation) | Frame |
setPositionWithConstraint(Vec &position) | Frame |
setReferenceFrame(const Frame *const refFrame) | Frame |
setRotation(const Quaternion &rotation) | Frame |
setRotation(double q0, double q1, double q2, double q3) | Frame |
setRotationWithConstraint(Quaternion &rotation) | Frame |
settingAsReferenceFrameWillCreateALoop(const Frame *const frame) | Frame |
setTranslation(const Vec &translation) | Frame |
setTranslation(float x, float y, float z) | Frame |
setTranslationAndRotation(const Vec &translation, const Quaternion &rotation) | Frame |
setTranslationAndRotationWithConstraint(Vec &translation, Quaternion &rotation) | Frame |
setTranslationWithConstraint(Vec &translation) | Frame |
transformOf(const Vec &src) const | Frame |
transformOfFrom(const Vec &src, const Frame *const from) const | Frame |
transformOfIn(const Vec &src, const Frame *const in) const | Frame |
translate(Vec &t) | Frame |
translate(const Vec &t) | Frame |
translate(float x, float y, float z) | Frame |
translate(float &x, float &y, float &z) | Frame |
translation() const | Frame |
worldInverse() const | Frame |
worldMatrix() const | Frame |
~Frame() | Frame | virtual