Rosetta  2019.07
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numeric::BodyPosition< typename > Member List

This is the complete list of members for numeric::BodyPosition< typename >, including all inherited members.

angle() const numeric::BodyPosition< typename >inline
apply(BodyPosition const &p, bool const precise=true)numeric::BodyPosition< typename >inline
Axis typedefnumeric::BodyPosition< typename >
axis() const numeric::BodyPosition< typename >inline
axis(Axis &u) const numeric::BodyPosition< typename >inline
BodyPosition()numeric::BodyPosition< typename >inline
BodyPosition(Rotation const &R_a, Translation const &t_a)numeric::BodyPosition< typename >inline
BodyPosition(Rotation const &R_a)numeric::BodyPosition< typename >inline
BodyPosition(Quaternion const &q_a, Translation const &t_a)numeric::BodyPosition< typename >inline
BodyPosition(Quaternion const &q_a)numeric::BodyPosition< typename >inline
BodyPosition(Point const &, Vector const &x1, Vector const &u1, Point const &, Vector const &x2, Vector const &u2, Value const &cos, Value const &sin, Value const &csc)numeric::BodyPosition< typename >inline
BodyPosition(BodyPosition const &bp)numeric::BodyPosition< typename >inline
const_pointer typedefnumeric::BodyPosition< typename >
const_reference typedefnumeric::BodyPosition< typename >
ConstPointer typedefnumeric::BodyPosition< typename >
ConstReference typedefnumeric::BodyPosition< typename >
I()numeric::BodyPosition< typename >inlinestatic
identity()numeric::BodyPosition< typename >inlinestatic
inverse() const numeric::BodyPosition< typename >inline
inverse_transform(Point &p) const numeric::BodyPosition< typename >inline
inverse_transformed(Point const &p) const numeric::BodyPosition< typename >inline
inverse_translation() const numeric::BodyPosition< typename >inline
invert()numeric::BodyPosition< typename >inline
left_transform_by(BodyPosition const &p, bool const precise=true)numeric::BodyPosition< typename >inline
left_transform_by_inverse_of(BodyPosition const &p, bool const precise=true)numeric::BodyPosition< typename >inline
normalize()numeric::BodyPosition< typename >inline
normalize_if_needed(Value const &tol=Traits::quaternion_tolerance())numeric::BodyPosition< typename >inline
operator!=(BodyPosition const &p1, BodyPosition const &p2)numeric::BodyPosition< typename >friend
operator()(Point &p) const numeric::BodyPosition< typename >inline
operator=(BodyPosition const &bp)numeric::BodyPosition< typename >inline
operator==(BodyPosition const &p1, BodyPosition const &p2)numeric::BodyPosition< typename >friend
Point typedefnumeric::BodyPosition< typename >
pointer typedefnumeric::BodyPosition< typename >
Pointer typedefnumeric::BodyPosition< typename >
q() const numeric::BodyPosition< typename >inline
q_numeric::BodyPosition< typename >mutableprivate
q_fresh_numeric::BodyPosition< typename >mutableprivate
q_refresh(bool const precise=true) const numeric::BodyPosition< typename >inlineprivate
Quaternion typedefnumeric::BodyPosition< typename >
R() const numeric::BodyPosition< typename >inline
R_numeric::BodyPosition< typename >mutableprivate
R_fresh_numeric::BodyPosition< typename >mutableprivate
R_refresh(bool const precise=true) const numeric::BodyPosition< typename >inlineprivate
Reference typedefnumeric::BodyPosition< typename >
reference typedefnumeric::BodyPosition< typename >
right_transform_by(BodyPosition const &p, bool const precise=true)numeric::BodyPosition< typename >inline
right_transform_by_inverse_of(BodyPosition const &p, bool const precise=true)numeric::BodyPosition< typename >inline
Rotation typedefnumeric::BodyPosition< typename >
t() const numeric::BodyPosition< typename >inline
t_numeric::BodyPosition< typename >private
to_identity()numeric::BodyPosition< typename >inline
Traits typedefnumeric::BodyPosition< typename >
transform(Point &p) const numeric::BodyPosition< typename >inline
transformed(Point const &p) const numeric::BodyPosition< typename >inline
Translation typedefnumeric::BodyPosition< typename >
Value typedefnumeric::BodyPosition< typename >
value_type typedefnumeric::BodyPosition< typename >
Vector typedefnumeric::BodyPosition< typename >
~BodyPosition()numeric::BodyPosition< typename >inline