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proto native vector | Vector (float x, float y, float z) |
| Vector constructor from components.
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void | Math3D::Math3D () |
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void | Math3D::~Math3D () |
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static proto vector | Math3D::ClipLine (vector start, vector end, vector norm, float d) |
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static proto float | Math3D::IntersectRaySphere (vector raybase, vector raycos, vector center, float radius) |
| Tests whether ray is intersecting sphere.
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static proto float | Math3D::IntersectRayBox (vector start, vector end, vector mins, vector maxs) |
| Tests whether ray is intersecting axis aligned box.
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static proto bool | Math3D::IntersectSphereBox (vector origin, float radius, vector mins, vector maxs) |
| Tests whether sphere is intersecting axis aligned box.
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static proto bool | Math3D::IntersectSphereCone (vector origin, float radius, vector conepos, vector axis, float angle) |
| Tests whether sphere is intersecting cone.
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static proto bool | Math3D::IntersectWholeSphereCone (vector origin, float radius, vector conepos, vector axis, float angle) |
| Tests whether sphere is fully inside cone.
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static proto bool | Math3D::IntersectCylinderOBB (vector mins, vector maxs, vector obbMat[4], vector cylMat[4], float cylinderRadius, float cylinderHeight) |
| Tests whether cylinder is intersecting oriented box.
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static proto bool | Math3D::IntersectRayCylinder (vector rayStart, vector rayEnd, vector center, float radius, float height) |
| Tests whether ray is intersecting cylinder.
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static proto int | Math3D::IntersectRayPlane (vector rayStart, vector rayEnd, vector planeNormal, float planeDist, out vector intersection) |
| Tests whether ray is intersecting plane.
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static proto void | Math3D::YawPitchRollMatrix (vector ang, out vector mat[3]) |
| Creates rotation matrix from angles.
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static proto void | Math3D::DirectionAndUpMatrix (vector dir, vector up, out vector mat[4]) |
| Creates rotation matrix from direction and up vector.
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static proto void | Math3D::MatrixMultiply4 (vector mat0[4], vector mat1[4], out vector res[4]) |
| Transforms matrix.
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static proto void | Math3D::MatrixMultiply3 (vector mat0[3], vector mat1[3], out vector res[3]) |
| Transforms rotation matrix.
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static proto void | Math3D::MatrixInvMultiply4 (vector mat0[4], vector mat1[4], out vector res[4]) |
| Invert-transforms matrix.
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static proto void | Math3D::MatrixInvMultiply3 (vector mat0[3], vector mat1[3], out vector res[3]) |
| Invert-transforms rotation matrix.
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static proto void | Math3D::MatrixInverse4 (vector mat[4]) |
| Inverses a matrix.
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static proto void | Math3D::MatrixInverse3 (vector mat[3]) |
| Inverses a matrix.
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static proto void | Math3D::MatrixOrthogonalize4 (vector mat[4]) |
| Orthogonalizes matrix.
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static proto void | Math3D::MatrixOrthogonalize3 (vector mat[3]) |
| Orthogonalizes matrix.
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static void | Math3D::MatrixIdentity4 (out vector mat[4]) |
| Creates identity matrix.
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static void | Math3D::MatrixIdentity3 (out vector mat[3]) |
| Creates identity matrix.
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static void | Math3D::ScaleMatrix (float scale, out vector mat[3]) |
| Creates scale matrix.
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static void | Math3D::QuatIdentity (out float q[4]) |
| Creates identity quaternion.
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static void | Math3D::QuatCopy (float s[4], out float d[4]) |
| Copies quaternion.
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static proto void | Math3D::MatrixToQuat (vector mat[3], out float d[4]) |
| Converts rotation matrix to quaternion.
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static proto void | Math3D::QuatToMatrix (float q[4], out vector mat[3]) |
| Converts quaternion to rotation matrix.
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static proto vector | Math3D::MatrixToAngles (vector mat[3]) |
| Returns angles of rotation matrix.
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static proto void | Math3D::QuatLerp (out float qout[4], float q1[4], float q2[4], float frac) |
| Linear interpolation between q1 and q2 with weight 'frac' (0...1)
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static proto void | Math3D::QuatMultiply (out float qout[4], float q1[4], float q2[4]) |
| Multiplies quaternions.
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static proto vector | Math3D::QuatToAngles (float q[4]) |
| Returns Angles vector from quaternion.
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static proto int | Math3D::CheckBoundBox (vector mins1, vector maxs1, vector mins2, vector maxs2) |
| Returns 1, when bounding boxes intersects.
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static vector | Math3D::GetRandomDir () |
| Returns randon normalized direction.
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static proto native vector | Math3D::Curve (ECurveType type, float param, notnull array< vector > points) |
| Computes curve.
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static proto vector | Math3D::NearestPoint (vector beg, vector end, vector pos) |
| Point on line beg .. end nearest to pos.
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static proto float | Math3D::AngleFromPosition (vector origin, vector originDir, vector target) |
| Angle that a target is from the direction of an origin.
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static proto void | Math3D::ConePoints (vector origin, float length, float halfAngle, float angleOffset, out vector leftPoint, out vector rightPoint) |
| Calculates the points of a right 2D cone in 3D space.
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