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| bool | ad::map::point::isValid (ECEFPoint const &point, bool const logErrors=true) |
| | checks if the given ECEFPoint is valid More...
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| bool | ad::map::point::isValid (ECEFEdge const &edge, bool const logErrors=true) |
| | checks if the given ECEFEdge is valid More...
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| ECEFPoint | ad::map::point::createECEFPoint (double const x, double const y, double const z) |
| | create a ECEFPoint More...
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| ECEFPoint | ad::map::point::createECEFPoint (ECEFCoordinate const x, ECEFCoordinate const y, ECEFCoordinate const z) |
| | create a ECEFPoint More...
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| physics::Distance | ad::map::point::distance (ECEFPoint const &point, ECEFPoint const &other) |
| | Computes distance between ECEF points. More...
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| physics::Distance | ad::map::point::calcLength (ECEFEdge const &edge) |
| | calculate the length of the provided border as distance value More...
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| double | operator* (::ad::map::point::ECEFPoint const &a, ::ad::map::point::ECEFPoint const &b) |
| | calculate the dot product of two ECEFPoint vectors More...
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| inline ::ad::map::point::ECEFPoint | operator* (::ad::map::point::ECEFPoint const &a, ::ad::physics::Distance const &b) |
| | multiplies a ECEFPoint vector with a scalar More...
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| inline ::ad::map::point::ECEFPoint | operator* (::ad::physics::Distance const &b, ::ad::map::point::ECEFPoint const &a) |
| | multiplies a ECEFPoint vector with a scalar More...
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| inline ::ad::map::point::ECEFPoint | operator* (::ad::map::point::ECEFPoint const &a, double const &b) |
| | multiplies a ECEFPoint vector with a scalar More...
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| inline ::ad::map::point::ECEFPoint | operator* (double const &b, ::ad::map::point::ECEFPoint const &a) |
| | multiplies a ECEFPoint vector with a scalar More...
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| inline ::ad::map::point::ECEFPoint | operator+ (::ad::map::point::ECEFPoint const &a, ::ad::map::point::ECEFPoint const &b) |
| | add two ECEFPoint vectors More...
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| inline ::ad::map::point::ECEFPoint | operator- (::ad::map::point::ECEFPoint const &a, ::ad::map::point::ECEFPoint const &b) |
| | subtract two ECEFPoint vectors from each right More...
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