#include <orientation.h>
Inherits Math::quat.
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| Orientation (Math::quat const &q) |
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| quat () |
| default constructor
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| quat (quat const &)=default |
| default copy constructor
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| quat (scalar x, scalar y, scalar z, scalar w) |
| construct from components
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| quat (const vec4 &rhs) |
| construct from vec4
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| quat (const __m128 &rhs) |
| construct from __m128
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void | operator= (const __m128 &rhs) |
| assign __m128
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bool | operator== (const quat &rhs) const |
| equality operator
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bool | operator!= (const quat &rhs) const |
| inequality operator
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void | load (const scalar *ptr) |
| load content from 16-byte-aligned memory
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void | loadu (const scalar *ptr) |
| load content from unaligned memory
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void | store (scalar *ptr) const |
| write content to 16-byte-aligned memory through the write cache
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void | storeu (scalar *ptr) const |
| write content to unaligned memory through the write cache
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void | stream (scalar *ptr) const |
| stream content to 16-byte-aligned memory circumventing the write-cache
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vec3 | x_axis () const |
| get the x axis of the cartesian coordinate system that this quaternion represents
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vec3 | y_axis () const |
| get the y axis of the cartesian coordinate system that this quaternion represents
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vec3 | z_axis () const |
| get the z axis of the cartesian coordinate system that this quaternion represents
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void | set (scalar x, scalar y, scalar z, scalar w) |
| set content
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void | set (vec4 const &f4) |
| set from vec4
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union { | |
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struct { | |
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float x | |
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float y | |
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float z | |
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float w | |
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} | | |
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__m128 vec | |
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}; | | |
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◆ Orientation()
Game::Orientation::Orientation |
( |
Math::quat const & | q | ) |
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inline |
The documentation for this struct was generated from the following file:
- /github/workspace/code/application/basegamefeature/components/orientation.h