Divide Framework 0.1
A free and open-source 3D Framework under heavy development
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Divide::ITransform Member List

This is the complete list of members for Divide::ITransform, including all inherited members.

getOrientation(Quaternion< F32 > &quatOut) const =0Divide::ITransformpure virtual
getPosition(vec3< F32 > &posOut) const =0Divide::ITransformpure virtual
getScale(vec3< F32 > &scaleOut) const =0Divide::ITransformpure virtual
rotate(const vec3< F32 > &axis, Angle::DEGREES< F32 > degrees)=0Divide::ITransformpure virtual
rotate(Angle::DEGREES< F32 > pitch, Angle::DEGREES< F32 > yaw, Angle::DEGREES< F32 > roll)=0Divide::ITransformpure virtual
rotate(const Quaternion< F32 > &quat)=0Divide::ITransformpure virtual
rotate(F32 xAxis, F32 yAxis, F32 zAxis, Angle::DEGREES< F32 > degrees)Divide::ITransforminline
rotate(const vec3< F32 > &euler)Divide::ITransforminline
rotateSlerp(const Quaternion< F32 > &quat, D64 deltaTime)=0Divide::ITransformpure virtual
rotateX(Angle::DEGREES< F32 > angle)=0Divide::ITransformpure virtual
rotateY(Angle::DEGREES< F32 > angle)=0Divide::ITransformpure virtual
rotateZ(Angle::DEGREES< F32 > angle)=0Divide::ITransformpure virtual
scale(const vec3< F32 > &axisFactors)=0Divide::ITransformpure virtual
scale(F32 amount)Divide::ITransforminline
scale(F32 x, F32 y, F32 z)Divide::ITransforminline
scaleX(F32 amount)=0Divide::ITransformpure virtual
scaleY(F32 amount)=0Divide::ITransformpure virtual
scaleZ(F32 amount)=0Divide::ITransformpure virtual
setPosition(const vec3< F32 > &position)=0Divide::ITransformpure virtual
setPosition(F32 x, F32 y, F32 z)=0Divide::ITransformpure virtual
setPositionX(F32 positionX)=0Divide::ITransformpure virtual
setPositionY(F32 positionY)=0Divide::ITransformpure virtual
setPositionZ(F32 positionZ)=0Divide::ITransformpure virtual
setRotation(const vec3< F32 > &axis, Angle::DEGREES< F32 > degrees)=0Divide::ITransformpure virtual
setRotation(Angle::DEGREES< F32 > pitch, Angle::DEGREES< F32 > yaw, Angle::DEGREES< F32 > roll)=0Divide::ITransformpure virtual
setRotation(const Quaternion< F32 > &quat)=0Divide::ITransformpure virtual
setRotationEuler(const vec3< F32 > &euler)Divide::ITransforminline
setRotationX(Angle::DEGREES< F32 > angle)=0Divide::ITransformpure virtual
setRotationY(Angle::DEGREES< F32 > angle)=0Divide::ITransformpure virtual
setRotationZ(Angle::DEGREES< F32 > angle)=0Divide::ITransformpure virtual
setScale(const vec3< F32 > &amount)=0Divide::ITransformpure virtual
setScale(F32 amount)Divide::ITransforminline
setScale(F32 x, F32 y, F32 z)Divide::ITransforminline
setScaleX(F32 amount)=0Divide::ITransformpure virtual
setScaleY(F32 amount)=0Divide::ITransformpure virtual
setScaleZ(F32 amount)=0Divide::ITransformpure virtual
translate(const vec3< F32 > &axisFactors)=0Divide::ITransformpure virtual
translate(F32 x, F32 y, F32 z)Divide::ITransforminline
translateX(F32 positionX)Divide::ITransforminline
translateY(F32 positionY)Divide::ITransforminline
translateZ(F32 positionZ)Divide::ITransforminline
~ITransform()=defaultDivide::ITransformvirtual