proc initQuat(x, y, z, w: float32): Quat {.inline, raises: [], tags: []
.}
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proc initQuat(axis: Vector3; angle: float32): Quat {.inline, raises: [], tags: []
.}
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proc `$`(self: Quat): string {.inline, raises: [], tags: []
.}
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proc length(self: Quat): float32 {.inline, raises: [], tags: []
.}
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proc lengthSquared(self: Quat): float32 {.inline, raises: [], tags: []
.}
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proc normalized(self: Quat): Quat {.inline, raises: [], tags: []
.}
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proc isNormalized(self: Quat): bool {.inline, raises: [], tags: []
.}
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proc inverse(self: Quat): Quat {.inline, raises: [], tags: []
.}
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proc dot(a, b: Quat): float32 {.inline, raises: [], tags: []
.}
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proc xform(self: Quat; v: Vector3): Vector3 {.inline, raises: [], tags: []
.}
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proc slerp(self: Quat; b: Quat; t: float32): Quat {.inline, raises: [], tags: []
.}
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proc slerpni(self: Quat; b: Quat; t: float32): Quat {.inline, raises: [], tags: []
.}
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proc cubicSlerp(self, b, preA, postB: Quat; t: float32): Quat {.inline, raises: [], tags: []
.}
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proc `*`(a: Quat; b: float32): Quat {.inline, raises: [], tags: []
.}
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proc `*=`(a: var Quat; b: float32) {.inline, raises: [], tags: []
.}
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proc `+`(a, b: Quat): Quat {.inline, raises: [], tags: []
.}
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proc `+=`(a: var Quat; b: Quat) {.inline, raises: [], tags: []
.}
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proc `-`(a, b: Quat): Quat {.inline, raises: [], tags: []
.}
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proc `-=`(a: var Quat; b: Quat) {.inline, raises: [], tags: []
.}
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proc `/`(self: Quat; b: float32): Quat {.inline, raises: [], tags: []
.}
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proc `/=`(self: var Quat; b: float32) {.inline, raises: [], tags: []
.}
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proc `==`(a, b: Quat): bool {.inline, raises: [], tags: []
.}
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proc `-`(self: Quat): Quat {.inline, raises: [], tags: []
.}
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