Enfusion Script API
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This is the complete list of members for Math3D, including all inherited members.
AnglesToMatrix(vector ang, out vector mat[3]) | Math3D | static |
Curve(ECurveType type, float param, notnull array< vector > points, array< float > knots=null) | Math3D | static |
Curve3(ECurveType type, float param, notnull Curve3 points, int curveIndex, array< float > knots=null) | Math3D | static |
DirectionAndUpMatrix(vector dir, vector up, out vector mat[4]) | Math3D | static |
IntersectionBoxBox(vector mins1, vector maxs1, vector mins2, vector maxs2) | Math3D | static |
IntersectionLineSegments(vector p11, vector p12, vector p21, vector p22) | Math3D | static |
IntersectionPointCylinder(vector origin, vector cylinderTip, vector cylinderAxis, float cylinderRadius) | Math3D | static |
IntersectionRayBox(vector start, vector end, vector mins, vector maxs) | Math3D | static |
IntersectionRaySphere(vector raybase, vector raycos, vector center, float radius) | Math3D | static |
IntersectionSphereAABB(vector origin, float radius, vector mins, vector maxs) | Math3D | static |
IntersectionSphereCone(vector origin, float radius, vector conepos, vector axis, float angle) | Math3D | static |
IntersectionWholeSphereCone(vector origin, float radius, vector conepos, vector axis, float angle) | Math3D | static |
MatrixCopy(vector matSrc[], out vector matDst[]) | Math3D | static |
MatrixFromForwardVec(vector forwardVec, out vector mat[3]) | Math3D | static |
MatrixFromUpVec(vector upVec, out vector mat[3]) | Math3D | static |
MatrixGetInverse3(vector mat[3], out vector res[3]) | Math3D | static |
MatrixGetInverse4(vector mat[4], out vector res[4]) | Math3D | static |
MatrixIdentity3(out vector mat[3]) | Math3D | static |
MatrixIdentity4(out vector mat[4]) | Math3D | static |
MatrixInvMultiply3(vector mat0[3], vector mat1[3], out vector res[3]) | Math3D | static |
MatrixInvMultiply4(vector mat0[4], vector mat1[4], out vector res[4]) | Math3D | static |
MatrixMultiply3(vector mat0[3], vector mat1[3], out vector res[3]) | Math3D | static |
MatrixMultiply4(vector mat0[4], vector mat1[4], out vector res[4]) | Math3D | static |
MatrixNormalize(vector mat[]) | Math3D | static |
MatrixScale(vector mat[], float scale) | Math3D | static |
MatrixToAngles(vector mat[3]) | Math3D | static |
MatrixToAnglesAndScale(vector mat[3], out vector angles) | Math3D | static |
MatrixToQuat(vector mat[3], out float d[4]) | Math3D | static |
PointLineDistance(vector point, vector pointOnLine, vector dirVector) | Math3D | static |
PointLineSegmentDistance(vector point, vector v0, vector v1) | Math3D | static |
PointLineSegmentDistanceSqr(vector point, vector v0, vector v1) | Math3D | static |
PolyToTriangles(vector in[], int num, out int indices[]) | Math3D | static |
QuatAngle(float q1[4], float q2[4]) | Math3D | static |
QuatConjugate(out float qout[4], float q[4]) | Math3D | static |
QuatCopy(float s[4], out float d[4]) | Math3D | static |
QuatDot(float q1[4], float q2[4]) | Math3D | static |
QuatIdentity(out float q[4]) | Math3D | static |
QuatInverse(out float qout[4], float q[4]) | Math3D | static |
QuatLength(float quat[4]) | Math3D | static |
QuatLerp(out float qout[4], float q1[4], float q2[4], float frac) | Math3D | static |
QuatMultiply(out float qout[4], float q1[4], float q2[4]) | Math3D | static |
QuatNorm(float quat[4]) | Math3D | static |
QuatNormalize(out float quat[4]) | Math3D | static |
QuatRotateTowards(out float qout[4], float q1[4], float q2[4], float maxDegreesDelta) | Math3D | static |
QuatScale(out float qout[4], float scale) | Math3D | static |
QuatToAngles(float q[4]) | Math3D | static |
QuatToMatrix(float q[4], out vector mat[3]) | Math3D | static |
TessellateBezierSpline(array< vector > points, array< vector > segmentPoints, float maxDistance, int maxPointsPerSegment, array< vector > outPoints) | Math3D | static |
TessellateHermiteSpline(array< vector > points, array< vector > tangents, float maxDistance, int maxPointsPerSegment, array< vector > outPoints) | Math3D | static |