angle(const Vec3D &o) | Vec3D | [inline] |
assign(double x, double y, double z) | Vec3D | [inline] |
assign(const Point2D &p, double z) | Vec3D | [inline] |
coords | Vec3D | |
cross(const Vec3D &o) const | Vec3D | [inline] |
dot(const Vec3D &o) const | Vec3D | [inline] |
mag() const | Vec3D | [inline] |
magsq() const | Vec3D | [inline] |
norm() const | Vec3D | [inline] |
operator *(double s) const | Vec3D | [inline] |
operator *(const Vec3D &o) const | Vec3D | [inline] |
operator *=(double s) | Vec3D | [inline] |
operator+(const Vec3D &o) const | Vec3D | [inline] |
operator+=(const Vec3D &o) | Vec3D | [inline] |
operator-(const Vec3D &o) const | Vec3D | [inline] |
operator-=(const Vec3D &o) | Vec3D | [inline] |
operator/(double s) const | Vec3D | [inline] |
operator/=(double s) | Vec3D | [inline] |
operator<(const Vec3D &o) const | Vec3D | [inline] |
operator<<(std::ostream &, const Vec3D &p) | Vec3D | [friend] |
operator<=(const Vec3D &o) const | Vec3D | [inline] |
operator=(const Vec3D &o) | Vec3D | [inline] |
operator>(const Vec3D &o) const | Vec3D | [inline] |
operator>=(const Vec3D &o) const | Vec3D | [inline] |
operator[](int i) const | Vec3D | [inline] |
print() | Vec3D | [inline] |
Vec3D() | Vec3D | [inline] |
Vec3D(double x, double y, double z) | Vec3D | [inline] |
Vec3D(const Point2D &p, double z=0.0) | Vec3D | [inline] |
Vec3D(const Vec3D &o) | Vec3D | [inline] |
x() const | Vec3D | [inline] |
y() const | Vec3D | [inline] |
z() const | Vec3D | [inline] |