SHVDN  v3
An ASI plugin for Grand Theft Auto V, which allows running scripts written in any .NET language in-game. Developed by crosire https://github.com/crosire/scripthookvdotnet/
GTA.Math.Quaternion Member List

This is the complete list of members for GTA.Math.Quaternion, including all inherited members.

Add(Quaternion left, Quaternion right)GTA.Math.Quaternionstatic
AngleGTA.Math.Quaternion
AngleBetween(Quaternion a, Quaternion b)GTA.Math.Quaternionstatic
AxisGTA.Math.Quaternion
Conjugate()GTA.Math.Quaternion
Conjugate(Quaternion value)GTA.Math.Quaternionstatic
DirectionVectors(Vector3 rightVector, Vector3 forwardVector, Vector3 upVector)GTA.Math.Quaternionstatic
Divide(Quaternion left, Quaternion right)GTA.Math.Quaternionstatic
Dot(Quaternion left, Quaternion right)GTA.Math.Quaternionstatic
Equals(object obj)GTA.Math.Quaternion
Equals(Quaternion other)GTA.Math.Quaternion
Euler(float zaxis, float xaxis, float yaxis)GTA.Math.Quaternionstatic
Euler(Vector3 euler)GTA.Math.Quaternionstatic
FromToRotation(Vector3 fromDirection, Vector3 toDirection)GTA.Math.Quaternionstatic
GetDirectionVectors(Quaternion quaternion, out Vector3 rightVector, out Vector3 forwardVector, out Vector3 upVector)GTA.Math.Quaternionstatic
GetHashCode()GTA.Math.Quaternion
IdentityGTA.Math.Quaternionstatic
Invert()GTA.Math.Quaternion
Invert(Quaternion quaternion)GTA.Math.Quaternionstatic
Length()GTA.Math.Quaternion
LengthSquared()GTA.Math.Quaternion
Lerp(Quaternion start, Quaternion end, float amount)GTA.Math.Quaternionstatic
Multiply(Quaternion left, Quaternion right)GTA.Math.Quaternionstatic
Multiply(Quaternion quaternion, float scale)GTA.Math.Quaternionstatic
Negate(Quaternion quaternion)GTA.Math.Quaternionstatic
Normalize()GTA.Math.Quaternion
Normalize(Quaternion quaternion)GTA.Math.Quaternionstatic
OneGTA.Math.Quaternionstatic
operator!=(Quaternion left, Quaternion right)GTA.Math.Quaternionstatic
operator*(Quaternion left, Quaternion right)GTA.Math.Quaternionstatic
operator*(Quaternion quaternion, float scale)GTA.Math.Quaternionstatic
operator*(float scale, Quaternion quaternion)GTA.Math.Quaternionstatic
operator*(Quaternion rotation, Vector3 point)GTA.Math.Quaternionstatic
operator+(Quaternion left, Quaternion right)GTA.Math.Quaternionstatic
operator-(Quaternion quaternion)GTA.Math.Quaternionstatic
operator-(Quaternion left, Quaternion right)GTA.Math.Quaternionstatic
operator/(Quaternion left, Quaternion right)GTA.Math.Quaternionstatic
operator==(Quaternion left, Quaternion right)GTA.Math.Quaternionstatic
Quaternion(float x, float y, float z, float w)GTA.Math.Quaternion
Quaternion(Vector3 axis, float angle)GTA.Math.Quaternion
RotateTowards(Quaternion from, Quaternion to, float maxDegreesDelta)GTA.Math.Quaternionstatic
RotateTransform(Quaternion rotation, Vector3 point)GTA.Math.Quaternionstatic
RotateTransform(Quaternion rotation, Vector3 point, Vector3 center)GTA.Math.Quaternionstatic
RotateTransform(Vector3 point)GTA.Math.Quaternion
RotateTransform(Vector3 point, Vector3 center)GTA.Math.Quaternion
RotationAxis(Vector3 axis, float angle)GTA.Math.Quaternionstatic
RotationMatrix(Matrix matrix)GTA.Math.Quaternionstatic
RotationYawPitchRoll(float yaw, float pitch, float roll)GTA.Math.Quaternionstatic
Slerp(Quaternion start, Quaternion end, float amount)GTA.Math.Quaternionstatic
SlerpUnclamped(Quaternion a, Quaternion b, float t)GTA.Math.Quaternionstatic
Subtract(Quaternion left, Quaternion right)GTA.Math.Quaternionstatic
ToString()GTA.Math.Quaternion
ToString(string format)GTA.Math.Quaternion
WGTA.Math.Quaternion
XGTA.Math.Quaternion
YGTA.Math.Quaternion
ZGTA.Math.Quaternion
ZeroGTA.Math.Quaternionstatic