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static Vector3 | Up (Quaternion q) |
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static Vector3 | Down (Quaternion q) |
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static Vector3 | Left (Quaternion q) |
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static Vector3 | Right (Quaternion q) |
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static Vector3 | Forward (Quaternion q) |
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static Vector3 | Back (Quaternion q) |
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static float | Angle (Quaternion a, Quaternion b) |
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static Quaternion | Conjugate (Quaternion rotation) |
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static float | Dot (Quaternion lhs, Quaternion rhs) |
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static Quaternion | FromAngleAxis (float angle, Vector3 axis) |
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static Quaternion | FromEuler (Vector3 rotation) |
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static Quaternion | FromEuler (float yaw, float pitch, float roll, bool fromDeg=true) |
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static Quaternion | FromToRotation (Vector3 fromVector, Vector3 toVector) |
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static Quaternion | Inverse (Quaternion rotation) |
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static Quaternion | Lerp (Quaternion a, Quaternion b, float t) |
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static Quaternion | LerpUnclamped (Quaternion a, Quaternion b, float t) |
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static Quaternion | LookRotation (Vector3 forward) |
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static Quaternion | LookRotation (Vector3 forward, Vector3 upwards) |
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static float | Norm (Quaternion rotation) |
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static Quaternion | Normalize (Quaternion rotation) |
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static Quaternion | RotateTowards (Quaternion from, Quaternion to, float maxRadiansDelta) |
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static Quaternion | Slerp (Quaternion a, Quaternion b, float t) |
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static Quaternion | SlerpUnclamped (Quaternion a, Quaternion b, float t) |
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static void | ToAngleAxis (Quaternion rotation, float &angle, Vector3 &axis) |
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static Vector3 | ToEuler (Quaternion q, bool toDeg=true) |
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static Vector3 | RotateVectorByQuaternion (Quaternion lhs, Vector3 rhs) |
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