rotateAboutAxis(float angle, U4DVector3n &axisOrientation, U4DVector3n &axisPosition)=0 | U4DEngine::U4DTransformationManagerInterface | pure virtual |
rotateBy(U4DQuaternion &rotation)=0 | U4DEngine::U4DTransformationManagerInterface | pure virtual |
rotateBy(float angle, U4DVector3n &axis)=0 | U4DEngine::U4DTransformationManagerInterface | pure virtual |
rotateBy(float angleX, float angleY, float angleZ)=0 | U4DEngine::U4DTransformationManagerInterface | pure virtual |
rotateTo(U4DQuaternion &rotation)=0 | U4DEngine::U4DTransformationManagerInterface | pure virtual |
rotateTo(U4DMatrix3n &uRotationMatrix)=0 | U4DEngine::U4DTransformationManagerInterface | pure virtual |
rotateTo(float angle, U4DVector3n &axis)=0 | U4DEngine::U4DTransformationManagerInterface | pure virtual |
rotateTo(float angleX, float angleY, float angleZ)=0 | U4DEngine::U4DTransformationManagerInterface | pure virtual |
translateBy(float x, float y, float z)=0 | U4DEngine::U4DTransformationManagerInterface | pure virtual |
translateTo(U4DVector3n &translation)=0 | U4DEngine::U4DTransformationManagerInterface | pure virtual |
translateTo(float x, float y, float z)=0 | U4DEngine::U4DTransformationManagerInterface | pure virtual |
translateTo(U4DVector2n &translation)=0 | U4DEngine::U4DTransformationManagerInterface | pure virtual |
~U4DTransformationManagerInterface() | U4DEngine::U4DTransformationManagerInterface | inline |