| 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::Transform, including all inherited members.
| deSerialize(const struct TransformData &dataIn) | tf2::Transform | |
| deSerializeDouble(const struct TransformDoubleData &dataIn) | tf2::Transform | |
| deSerializeFloat(const struct TransformFloatData &dataIn) | tf2::Transform | |
| getBasis() | tf2::Transform | inline | 
| getBasis() const | tf2::Transform | inline | 
| getIdentity() | tf2::Transform | inlinestatic | 
| getOpenGLMatrix(tf2Scalar *m) const | tf2::Transform | inline | 
| getOrigin() | tf2::Transform | inline | 
| getOrigin() const | tf2::Transform | inline | 
| getRotation() const | tf2::Transform | inline | 
| inverse() const | tf2::Transform | inline | 
| inverseTimes(const Transform &t) const | tf2::Transform | |
| invXform(const Vector3 &inVec) const | tf2::Transform | |
| mult(const Transform &t1, const Transform &t2) | tf2::Transform | inline | 
| operator()(const Vector3 &x) const | tf2::Transform | inline | 
| operator*(const Vector3 &x) const | tf2::Transform | inline | 
| operator*(const Quaternion &q) const | tf2::Transform | inline | 
| operator*(const Transform &t) const | tf2::Transform | |
| operator*=(const Transform &t) | tf2::Transform | inline | 
| operator=(const Transform &other) | tf2::Transform | inline | 
| serialize(struct TransformData &dataOut) const | tf2::Transform | |
| serializeFloat(struct TransformFloatData &dataOut) const | tf2::Transform | |
| setBasis(const Matrix3x3 &basis) | tf2::Transform | inline | 
| setFromOpenGLMatrix(const tf2Scalar *m) | tf2::Transform | inline | 
| setIdentity() | tf2::Transform | inline | 
| setOrigin(const Vector3 &origin) | tf2::Transform | inline | 
| setRotation(const Quaternion &q) | tf2::Transform | inline | 
| Transform() | tf2::Transform | inline | 
| Transform(const Quaternion &q, const Vector3 &c=Vector3(tf2Scalar(0), tf2Scalar(0), tf2Scalar(0))) | tf2::Transform | inlineexplicit | 
| Transform(const Matrix3x3 &b, const Vector3 &c=Vector3(tf2Scalar(0), tf2Scalar(0), tf2Scalar(0))) | tf2::Transform | inlineexplicit | 
| Transform(const Transform &other) | tf2::Transform | inline | 
 1.8.17
 1.8.17