Dot(const Vec2 &a, const Vec2 &b) | GLFX::Vec2 | [friend] |
Equal(const Vec2 &v) const | GLFX::Vec2 | [inline] |
Length() const | GLFX::Vec2 | [inline] |
Length(const Vec2 &a) | GLFX::Vec2 | [friend] |
Lerp(const Vec2 &a, const Vec2 &b, float f) | GLFX::Vec2 | [friend] |
Normalize() | GLFX::Vec2 | [inline] |
Normalize(const Vec2 &v) | GLFX::Vec2 | [friend] |
NotEqual(const Vec2 &v) const | GLFX::Vec2 | [inline] |
operator *(const Vec2 &a, const Vec2 &b) | GLFX::Vec2 | [friend] |
operator *=(const Vec2 &v) | GLFX::Vec2 | [inline] |
operator const float *() const | GLFX::Vec2 | [inline] |
operator float *() | GLFX::Vec2 | [inline] |
operator Vec3() const | GLFX::Vec2 | [inline] |
operator Vec4() const | GLFX::Vec2 | [inline] |
operator!=(const Vec2 &a, const Vec2 &b) | GLFX::Vec2 | [friend] |
operator+(const Vec2 &a, const Vec2 &b) | GLFX::Vec2 | [friend] |
operator+(const Vec2 &v) | GLFX::Vec2 | [friend] |
operator+=(const Vec2 &v) | GLFX::Vec2 | [inline] |
operator-(const Vec2 &a, const Vec2 &b) | GLFX::Vec2 | [friend] |
operator-(const Vec2 &v) | GLFX::Vec2 | [friend] |
operator-=(const Vec2 &v) | GLFX::Vec2 | [inline] |
operator/(const Vec2 &a, const Vec2 &b) | GLFX::Vec2 | [friend] |
operator/=(const Vec2 &v) | GLFX::Vec2 | [inline] |
operator=(const Vec2 &v) | GLFX::Vec2 | [inline] |
operator==(const Vec2 &a, const Vec2 &b) | GLFX::Vec2 | [friend] |
operator[](int n) | GLFX::Vec2 | [inline] |
Perpendicular(const Vec2 &v) | GLFX::Vec2 | [friend] |
Vec2() (defined in GLFX::Vec2) | GLFX::Vec2 | [inline] |
Vec2(const float *v) | GLFX::Vec2 | [inline] |
Vec2(const Vec2 &v) | GLFX::Vec2 | [inline] |
Vec2(float x, float y) | GLFX::Vec2 | [inline] |
Vec2(float f) | GLFX::Vec2 | [inline] |
x | GLFX::Vec2 | |
y | GLFX::Vec2 | |