| rotateAboutAxis(float angle, U4DVector3n &axisOrientation, U4DVector3n &axisPosition) | U4DEngine::U4DTransformation | virtual |
| rotateAboutAxis(U4DQuaternion &uOrientation, U4DVector3n &axisPosition) | U4DEngine::U4DTransformation | |
| rotateBy(U4DQuaternion &rotation) | U4DEngine::U4DTransformation | virtual |
| rotateBy(float angle, U4DVector3n &axis) | U4DEngine::U4DTransformation | virtual |
| rotateBy(float angleX, float angleY, float angleZ) | U4DEngine::U4DTransformation | virtual |
| rotateTo(U4DQuaternion &rotation) | U4DEngine::U4DTransformation | virtual |
| rotateTo(U4DMatrix3n &uRotationMatrix) | U4DEngine::U4DTransformation | virtual |
| rotateTo(float angle, U4DVector3n &axis) | U4DEngine::U4DTransformation | virtual |
| rotateTo(float angleX, float angleY, float angleZ) | U4DEngine::U4DTransformation | virtual |
| translateBy(U4DVector3n &translation) | U4DEngine::U4DTransformation | |
| translateBy(float x, float y, float z) | U4DEngine::U4DTransformation | virtual |
| translateTo(U4DVector3n &translation) | U4DEngine::U4DTransformation | virtual |
| translateTo(float x, float y, float z) | U4DEngine::U4DTransformation | virtual |
| translateTo(U4DVector2n &translation) | U4DEngine::U4DTransformation | virtual |
| U4DTransformation(U4DEntity *uUObject) | U4DEngine::U4DTransformation | |
| updateSpaceMatrixOrientation(U4DQuaternion &orientation) | U4DEngine::U4DTransformation | |
| updateSpaceMatrixPosition(U4DQuaternion &translation) | U4DEngine::U4DTransformation | |
| ~U4DTransformation() | U4DEngine::U4DTransformation | inline |
| ~U4DTransformationManagerInterface() | U4DEngine::U4DTransformationManagerInterface | inline |