alignWithFrame(const Frame *const fr, bool move=false, float threshold=0.85f) | Frame | |
constraint() const | Frame | [inline] |
coordinatesOf(const Vec &src) const | Frame | |
coordinatesOfFrom(const Vec &src, const Frame *from) const | Frame | |
coordinatesOfIn(const Vec &src, const Frame *in) const | Frame | |
domElement(const QString &name, QDomDocument &doc) const | SpinningFrame | [virtual] |
Frame() | Frame | |
Frame(const Frame &f) | Frame | |
Frame(const Vec &pos, const Quaternion &orien) | Frame | [explicit] |
freezeOrientation(const bool fo=true) | SpinningFrame | [inline, slot] |
getCoordinatesOf(const float src[3], float res[3]) const | Frame | |
getCoordinatesOfFrom(const float src[3], float res[3], const Frame *from) const | Frame | |
getCoordinatesOfIn(const float src[3], float res[3], const Frame *in) const | Frame | |
getInverseCoordinatesOf(const float src[3], float res[3]) const | Frame | |
getInverseMatrix(GLdouble m[4][4]) const | Frame | |
getInverseMatrix(GLdouble m[16]) 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(float &q0, float &q1, float &q2, float &q3) const | Frame | |
getPosition(float &x, float &y, float &z) const | Frame | |
getRotation(float &x, float &y, float &z, float &a) const | Frame | |
getTransformOf(const float src[3], float res[3]) const | Frame | |
getTransformOfFrom(const float src[3], float res[3], const Frame *from) const | Frame | |
getTransformOfIn(const float src[3], float res[3], const Frame *in) const | Frame | |
getTranslation(float &x, float &y, float &z) const | Frame | |
getWorldInverseMatrix(GLdouble m[4][4]) const | Frame | |
getWorldInverseMatrix(GLdouble m[16]) const | Frame | |
getWorldMatrix(GLdouble m[4][4]) const | Frame | |
getWorldMatrix(GLdouble m[16]) const | Frame | |
initFromDOMElement(const QDomElement &de) | SpinningFrame | [virtual] |
inverse() const | Frame | |
inverseCoordinatesOf(const Vec &src) const | Frame | |
inverseMatrix() const | Frame | |
inverseTransformOf(const Vec &src) const | Frame | |
invert() | Frame | [inline] |
isSpinning() const | SpinningFrame | [inline] |
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] |
qglviewer::Frame::operator=(const Frame &f) | Frame | |
orientation() const | Frame | |
orientationIsFrozen() const | SpinningFrame | [inline] |
position() const | Frame | [inline] |
projectOnLine(const Vec &origin, const Vec &dir) | Frame | |
referenceFrame() const | Frame | [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 | |
rotatesAroundCenter() const | SpinningFrame | [inline] |
rotation() const | Frame | [inline] |
rotationCenter() const | SpinningFrame | [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 | |
setRotateAroundCenter(const bool rac=true) | SpinningFrame | [inline, slot] |
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 | |
setRotationCenter(const Vec ¢er) | SpinningFrame | [inline, slot] |
setRotationWithConstraint(Quaternion &q) | Frame | |
setSpinningQuaternion(const Quaternion &q) | SpinningFrame | [inline, slot] |
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 | |
setUpdateInterval(const int msecs) | SpinningFrame | [inline, slot] |
spin() | SpinningFrame | [protected, slot] |
spinned() | SpinningFrame | [signal] |
SpinningFrame() | SpinningFrame | |
spinningQuaternion() const | SpinningFrame | [inline] |
startSpinning(const int msecs=-1) | SpinningFrame | [virtual, slot] |
stopSpinning() | SpinningFrame | [inline, virtual, slot] |
transformOf(const Vec &src) const | Frame | |
transformOfFrom(const Vec &src, const Frame *from) const | Frame | |
transformOfIn(const Vec &src, const Frame *in) const | Frame | |
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() const | Frame | [inline] |
updateInterval() const | SpinningFrame | [inline] |
worldInverse() const | Frame | [inline] |
worldInverseMatrix() const | Frame | |
worldInvert() | Frame | |
worldMatrix() const | Frame | |
~Frame() | Frame | [inline, virtual] |
~SpinningFrame() | SpinningFrame | [inline, virtual] |