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XFcMath Member List

This is the complete list of members for XFcMath, including all inherited members.
abs(XFcFixed aArg)XFcMath [static]
acos(XFcFixed aArg)XFcMath [static]
acosFast(XFcFixed aArg)XFcMath [static]
asin(XFcFixed aArg)XFcMath [static]
atan(XFcFixed aArg)XFcMath [static]
atan2(XFcFixed aY, XFcFixed aX)XFcMath [static]
ceil(XFcFixed aArg)XFcMath [static]
cos(XFcFixed aArg)XFcMath [static]
cosFast(XFcFixed value)XFcMath [static]
exp(XFcFixed aArg)XFcMath [static]
floor(XFcFixed aArg)XFcMath [static]
log(XFcFixed aArg)XFcMath [static]
logFast(XFcFixed aArg)XFcMath [static]
matrixFromQuaternion(XFcMatrix4 &aMatrix, XFcQuaternion &aQuat)XFcMath [static]
matrixFromQuaternion(XFcMatrix3 &aMatrix, XFcQuaternion &aQuat)XFcMath [static]
matrixIdentity(XFcMatrix4 &aMatrix)XFcMath [static]
matrixIdentity(XFcMatrix3 &aMatrix)XFcMath [static]
matrixInverse(XFcMatrix4 &aMatrix)XFcMath [static]
matrixInverse(XFcMatrix3 &aMatrix)XFcMath [static]
matrixInverseAffine(XFcMatrix4 &aMatrix)XFcMath [static]
matrixInverseAffine(XFcMatrix3 &aMatrix)XFcMath [static]
matrixInverseAffine2D(XFcMatrix3 &aMatrix)XFcMath [static]
matrixInverseFast(XFcMatrix4 &aMatrix)XFcMath [static]
matrixInverseFast(XFcMatrix3 &aMatrix)XFcMath [static]
matrixInverseFast2D(XFcMatrix3 &aMatrix)XFcMath [static]
matrixLookAt(XFcMatrix4 &aMatrix, const XFcVector3 &aPos, const XFcVector3 &aAt, const XFcVector3 &aUp)XFcMath [static]
matrixNormalize(XFcMatrix4 &aMatrix)XFcMath [static]
matrixNormalize(XFcMatrix3 &aMatrix)XFcMath [static]
matrixProject(XFcMatrix4 &aMatrix, const XFcVector4 &aSrc, XFcVector4 &aDst)XFcMath [static]
matrixRotate2D(XFcMatrix3 &aMatrix, REAL aAngle)XFcMath [static]
matrixRotateX(XFcMatrix4 &aMatrix, REAL aAngle)XFcMath [static]
matrixRotateX(XFcMatrix3 &aMatrix, REAL aAngle)XFcMath [static]
matrixRotateY(XFcMatrix4 &aMatrix, REAL aAngle)XFcMath [static]
matrixRotateY(XFcMatrix3 &aMatrix, REAL aAngle)XFcMath [static]
matrixRotateZ(XFcMatrix4 &aMatrix, REAL aAngle)XFcMath [static]
matrixRotateZ(XFcMatrix3 &aMatrix, REAL aAngle)XFcMath [static]
matrixRotation2D(XFcMatrix3 &aMatrix, REAL aAngle)XFcMath [static]
matrixRotationX(XFcMatrix4 &aMatrix, REAL aAngle)XFcMath [static]
matrixRotationX(XFcMatrix3 &aMatrix, REAL aAngle)XFcMath [static]
matrixRotationY(XFcMatrix4 &aMatrix, REAL aAngle)XFcMath [static]
matrixRotationY(XFcMatrix3 &aMatrix, REAL aAngle)XFcMath [static]
matrixRotationZ(XFcMatrix4 &aMatrix, REAL aAngle)XFcMath [static]
matrixRotationZ(XFcMatrix3 &aMatrix, REAL aAngle)XFcMath [static]
matrixScale(XFcMatrix4 &aMatrix, REAL aScale)XFcMath [static]
matrixScale(XFcMatrix3 &aMatrix, REAL aScale)XFcMath [static]
matrixScale2D(XFcMatrix3 &aMatrix, REAL aScale)XFcMath [static]
matrixScaling(XFcMatrix4 &aMatrix, REAL aScale)XFcMath [static]
matrixScaling(XFcMatrix3 &aMatrix, REAL aScale)XFcMath [static]
matrixScaling2D(XFcMatrix3 &aMatrix, REAL aScale)XFcMath [static]
matrixToProjection(XFcMatrix4 &aMatrix, REAL aHeight, REAL aWidth, REAL aFov, REAL aZNear, REAL aZFar)XFcMath [static]
matrixToProjectionOffCenter(XFcMatrix4 &aMatrix, REAL aHeight, REAL aWidth, REAL aFov, REAL aZNear, REAL aZFar, REAL aLeft, REAL aRight, REAL aTop, REAL aBottom)XFcMath [static]
matrixToProjectionOffCenter(XFcMatrix4 &aMatrix, REAL aLeft, REAL aRight, REAL aBottom, REAL aTop, REAL aNear, REAL aFar)XFcMath [static]
matrixTransform(const XFcMatrix4 &aMatrix, const XFcVector3 &aSrc, XFcVector3 &aDst)XFcMath [static]
matrixTransform(const XFcMatrix3 &aMatrix, const XFcVector3 &aSrc, XFcVector3 &aDst)XFcMath [static]
matrixTransform2D(const XFcMatrix3 &aMatrix, const XFcVector2 &aSrc, XFcVector2 &aDst)XFcMath [static]
matrixTransformNormal(const XFcMatrix4 &aMatrix, const XFcVector3 &aSrc, XFcVector3 &aDst)XFcMath [static]
matrixTranslate(XFcMatrix4 &aMatrix, const XFcVector3 &aOffset)XFcMath [static]
matrixTranslate2D(XFcMatrix3 &aMatrix, const XFcVector2 &aOffset)XFcMath [static]
matrixTranslation(XFcMatrix4 &aMatrix, const XFcVector3 &aOffset)XFcMath [static]
matrixTranslation2D(XFcMatrix3 &aMatrix, const XFcVector2 &aOffset)XFcMath [static]
matrixTranspose(XFcMatrix4 &aMatrix)XFcMath [static]
matrixTranspose(XFcMatrix3 &aMatrix)XFcMath [static]
pow(XFcFixed aBase, XFcFixed aExponent)XFcMath [static]
quaternionFromMatrix(XFcQuaternion &aQuat, XFcMatrix4 &aMatrix)XFcMath [static]
quaternionFromMatrix(XFcQuaternion &aQuat, XFcMatrix3 &aMatrix)XFcMath [static]
quaternionIdentity(XFcQuaternion &aQuat)XFcMath [static]
quaternionLookAt(XFcQuaternion &aQuat, XFcVector3 &aPos, XFcVector3 &aAt, XFcVector3 &aUp)XFcMath [static]
quaternionRotateVector(XFcQuaternion &aQuat, XFcVector3 &aVec, REAL aAngle)XFcMath [static]
quaternionRotateX(XFcQuaternion &aQuat, REAL aAngle)XFcMath [static]
quaternionRotateXYZ(XFcQuaternion &aQuat, REAL aXAngle, REAL aYAngle, REAL aZAngle)XFcMath [static]
quaternionRotateY(XFcQuaternion &aQuat, REAL aAngle)XFcMath [static]
quaternionRotateZ(XFcQuaternion &aQuat, REAL aAngle)XFcMath [static]
quaternionRotationVector(XFcQuaternion &aQuat, XFcVector3 &aVector, REAL aAngle)XFcMath [static]
quaternionRotationX(XFcQuaternion &aQuat, REAL aAngle)XFcMath [static]
quaternionRotationXYZ(XFcQuaternion &aQuat, REAL aXAngle, REAL aYAngle, REAL aZAngle)XFcMath [static]
quaternionRotationY(XFcQuaternion &aQuat, REAL aAngle)XFcMath [static]
quaternionRotationZ(XFcQuaternion &aQuat, REAL aAngle)XFcMath [static]
quaternionSlerp(XFcQuaternion &aFrom, XFcQuaternion &aTo, REAL aPos, XFcQuaternion &aResult)XFcMath [static]
quaternionTransform(XFcQuaternion &aQuat, XFcVector3 &aSrc, XFcVector3 &aDst)XFcMath [static]
sin(XFcFixed aArg)XFcMath [static]
sinFast(XFcFixed value)XFcMath [static]
sqr(XFcFixed aArg)XFcMath [static]
sqrt(XFcFixed aArg)XFcMath [static]
sqrtFast(XFcFixed value)XFcMath [static]
tan(XFcFixed aArg)XFcMath [static]

   
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