tf2
master
tf2 maintains the relationship between coordinate frames in a tree structure buffered in time, and lets the user transform points, vectors, etc between any two coordinate frames at any desired point in time.
|
This is the complete list of members for tf2::Quaternion, including all inherited members.
angle(const Quaternion &q) const | tf2::Quaternion | inline |
angleShortestPath(const Quaternion &q) const | tf2::Quaternion | inline |
dot(const Quaternion &q) const | tf2::Quaternion | inline |
farthest(const Quaternion &qd) const | tf2::Quaternion | inline |
getAngle() const | tf2::Quaternion | inline |
getAngleShortestPath() const | tf2::Quaternion | inline |
getAxis() const | tf2::Quaternion | inline |
getIdentity() | tf2::Quaternion | inlinestatic |
getW() const | tf2::Quaternion | inline |
inverse() const | tf2::Quaternion | inline |
length() const | tf2::Quaternion | inline |
length2() const | tf2::Quaternion | inline |
nearest(const Quaternion &qd) const | tf2::Quaternion | inline |
normalize() | tf2::Quaternion | inline |
normalized() const | tf2::Quaternion | inline |
operator*(const tf2Scalar &s) const | tf2::Quaternion | inline |
operator*=(const tf2Scalar &s) | tf2::Quaternion | inline |
operator*=(const Quaternion &q) | tf2::Quaternion | inline |
operator+(const Quaternion &q2) const | tf2::Quaternion | inline |
operator+=(const Quaternion &q) | tf2::Quaternion | inline |
operator-(const Quaternion &q2) const | tf2::Quaternion | inline |
operator-() const | tf2::Quaternion | inline |
operator-=(const Quaternion &q) | tf2::Quaternion | inline |
operator/(const tf2Scalar &s) const | tf2::Quaternion | inline |
operator/=(const tf2Scalar &s) | tf2::Quaternion | inline |
Quaternion() | tf2::Quaternion | inline |
Quaternion(const tf2Scalar &x, const tf2Scalar &y, const tf2Scalar &z, const tf2Scalar &w) | tf2::Quaternion | inline |
Quaternion(const Vector3 &axis, const tf2Scalar &angle) | tf2::Quaternion | inline |
setEuler(const tf2Scalar &yaw, const tf2Scalar &pitch, const tf2Scalar &roll) | tf2::Quaternion | inline |
setRotation(const Vector3 &axis, const tf2Scalar &angle) | tf2::Quaternion | inline |
setRPY(const tf2Scalar &roll, const tf2Scalar &pitch, const tf2Scalar &yaw) | tf2::Quaternion | inline |
slerp(const Quaternion &q, const tf2Scalar &t) const | tf2::Quaternion | inline |