| 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 | Frame | [virtual] |
| Frame() | Frame | |
| Frame(const Frame &f) | Frame | |
| Frame(const Vec &pos, const Quaternion &orien) | Frame | [explicit] |
| 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) | Frame | [virtual] |
| inverse() const | Frame | |
| inverseCoordinatesOf(const Vec &src) const | Frame | |
| inverseMatrix() const | Frame | |
| inverseTransformOf(const Vec &src) const | Frame | |
| invert() | Frame | [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] |
| operator=(const Frame &f) | Frame | |
| orientation() const | Frame | |
| 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 | |
| rotation() const | Frame | [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(const Frame *const fr) | Frame | |
| 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 | |
| setRotationWithConstraint(Quaternion &q) | Frame | |
| settingAsReferenceFrameWillCreateALoop(const 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 | |
| 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] |
| worldInverse() const | Frame | [inline] |
| worldInverseMatrix() const | Frame | |
| worldInvert() | Frame | |
| worldMatrix() const | Frame | |
| ~Frame() | Frame | [inline, virtual] |