Angle(QuaternionD a, QuaternionD b) | UnityEngine.QuaternionD | inlinestatic |
AngleAxis(double angle, Vector3d axis) | UnityEngine.QuaternionD | inlinestatic |
AxisAngle(Vector3d axis, double angle) | UnityEngine.QuaternionD | inlinestatic |
Dot(QuaternionD a, QuaternionD b) | UnityEngine.QuaternionD | inlinestatic |
Equals(object other) | UnityEngine.QuaternionD | inline |
Euler(double x, double y, double z) | UnityEngine.QuaternionD | inlinestatic |
Euler(Vector3d euler) | UnityEngine.QuaternionD | inlinestatic |
EulerAngles(double x, double y, double z) | UnityEngine.QuaternionD | inlinestatic |
EulerAngles(Vector3d euler) | UnityEngine.QuaternionD | inlinestatic |
eulerAngles | UnityEngine.QuaternionD | |
EulerRotation(double x, double y, double z) | UnityEngine.QuaternionD | inlinestatic |
EulerRotation(Vector3d euler) | UnityEngine.QuaternionD | inlinestatic |
FrameVectors(out Vector3d frameX, out Vector3d frameY, out Vector3d frameZ) | UnityEngine.QuaternionD | inline |
FromToRotation(Vector3d fromDirection, Vector3d toDirection) | UnityEngine.QuaternionD | inlinestatic |
GetHashCode() | UnityEngine.QuaternionD | inline |
identity | UnityEngine.QuaternionD | static |
Inverse(QuaternionD q) | UnityEngine.QuaternionD | inlinestatic |
Lerp(QuaternionD from, QuaternionD to, double t) | UnityEngine.QuaternionD | inlinestatic |
LookRotation(Vector3d forward, Vector3d up) | UnityEngine.QuaternionD | inlinestatic |
LookRotation(Vector3d forward) | UnityEngine.QuaternionD | inlinestatic |
operator QuaternionD(UnityEngine.Quaternion q) | UnityEngine.QuaternionD | inlinestatic |
operator UnityEngine.Quaternion(QuaternionD q) | UnityEngine.QuaternionD | inlinestatic |
operator!=(QuaternionD lhs, QuaternionD rhs) | UnityEngine.QuaternionD | inlinestatic |
operator*(QuaternionD lhs, QuaternionD rhs) | UnityEngine.QuaternionD | inlinestatic |
operator*(QuaternionD rotation, Vector3d point) | UnityEngine.QuaternionD | inlinestatic |
operator==(QuaternionD lhs, QuaternionD rhs) | UnityEngine.QuaternionD | inlinestatic |
QuaternionD(double x, double y, double z, double w) | UnityEngine.QuaternionD | inline |
QuaternionD(Vector3d X, Vector3d Y, Vector3d Z) | UnityEngine.QuaternionD | inline |
RotateTowards(QuaternionD from, QuaternionD to, double maxDegreesDelta) | UnityEngine.QuaternionD | inlinestatic |
SetAxisAngle(Vector3d axis, double angle) | UnityEngine.QuaternionD | inline |
SetEulerAngles(double x, double y, double z) | UnityEngine.QuaternionD | inline |
SetEulerAngles(Vector3d euler) | UnityEngine.QuaternionD | inline |
SetEulerRotation(double x, double y, double z) | UnityEngine.QuaternionD | inline |
SetEulerRotation(Vector3d euler) | UnityEngine.QuaternionD | inline |
SetFromToRotation(Vector3d fromDirection, Vector3d toDirection) | UnityEngine.QuaternionD | inline |
SetLookRotation(Vector3d view) | UnityEngine.QuaternionD | inline |
SetLookRotation(Vector3d view, Vector3d up) | UnityEngine.QuaternionD | inline |
Slerp(QuaternionD from, QuaternionD to, double t) | UnityEngine.QuaternionD | inlinestatic |
swizzle | UnityEngine.QuaternionD | |
this[int index] | UnityEngine.QuaternionD | |
ToAngleAxis(out double angle, out Vector3d axis) | UnityEngine.QuaternionD | inline |
ToAxisAngle(out Vector3d axis, out double angle) | UnityEngine.QuaternionD | inline |
ToEuler() | UnityEngine.QuaternionD | inline |
ToEulerAngles(QuaternionD rotation) | UnityEngine.QuaternionD | inlinestatic |
ToEulerAngles() | UnityEngine.QuaternionD | inline |
ToString() | UnityEngine.QuaternionD | inline |
ToString(string format) | UnityEngine.QuaternionD | inline |
w | UnityEngine.QuaternionD | |
x | UnityEngine.QuaternionD | |
y | UnityEngine.QuaternionD | |
z | UnityEngine.QuaternionD | |