Enfusion Script API
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Math3D Member List

This is the complete list of members for Math3D, including all inherited members.

AnglesToMatrix(vector ang, out vector mat[3])Math3Dstatic
Curve(ECurveType type, float param, notnull array< vector > points, array< float > knots=null)Math3Dstatic
Curve3(ECurveType type, float param, notnull Curve3 points, int curveIndex, array< float > knots=null)Math3Dstatic
DirectionAndUpMatrix(vector dir, vector up, out vector mat[4])Math3Dstatic
IntersectionBoxBox(vector mins1, vector maxs1, vector mins2, vector maxs2)Math3Dstatic
IntersectionLineSegments(vector p11, vector p12, vector p21, vector p22)Math3Dstatic
IntersectionPointCylinder(vector origin, vector cylinderTip, vector cylinderAxis, float cylinderRadius)Math3Dstatic
IntersectionRayBox(vector start, vector end, vector mins, vector maxs)Math3Dstatic
IntersectionRaySphere(vector raybase, vector raycos, vector center, float radius)Math3Dstatic
IntersectionSphereAABB(vector origin, float radius, vector mins, vector maxs)Math3Dstatic
IntersectionSphereCone(vector origin, float radius, vector conepos, vector axis, float angle)Math3Dstatic
IntersectionWholeSphereCone(vector origin, float radius, vector conepos, vector axis, float angle)Math3Dstatic
MatrixCopy(vector matSrc[], out vector matDst[])Math3Dstatic
MatrixFromForwardVec(vector forwardVec, out vector mat[3])Math3Dstatic
MatrixFromUpVec(vector upVec, out vector mat[3])Math3Dstatic
MatrixGetInverse3(vector mat[3], out vector res[3])Math3Dstatic
MatrixGetInverse4(vector mat[4], out vector res[4])Math3Dstatic
MatrixIdentity3(out vector mat[3])Math3Dstatic
MatrixIdentity4(out vector mat[4])Math3Dstatic
MatrixInvMultiply3(vector mat0[3], vector mat1[3], out vector res[3])Math3Dstatic
MatrixInvMultiply4(vector mat0[4], vector mat1[4], out vector res[4])Math3Dstatic
MatrixMultiply3(vector mat0[3], vector mat1[3], out vector res[3])Math3Dstatic
MatrixMultiply4(vector mat0[4], vector mat1[4], out vector res[4])Math3Dstatic
MatrixNormalize(vector mat[])Math3Dstatic
MatrixScale(vector mat[], float scale)Math3Dstatic
MatrixToAngles(vector mat[3])Math3Dstatic
MatrixToAnglesAndScale(vector mat[3], out vector angles)Math3Dstatic
MatrixToQuat(vector mat[3], out float d[4])Math3Dstatic
PointLineDistance(vector point, vector pointOnLine, vector dirVector)Math3Dstatic
PointLineSegmentDistance(vector point, vector v0, vector v1)Math3Dstatic
PointLineSegmentDistanceSqr(vector point, vector v0, vector v1)Math3Dstatic
PolyToTriangles(vector in[], int num, out int indices[])Math3Dstatic
QuatAngle(float q1[4], float q2[4])Math3Dstatic
QuatConjugate(out float qout[4], float q[4])Math3Dstatic
QuatCopy(float s[4], out float d[4])Math3Dstatic
QuatDot(float q1[4], float q2[4])Math3Dstatic
QuatIdentity(out float q[4])Math3Dstatic
QuatInverse(out float qout[4], float q[4])Math3Dstatic
QuatLength(float quat[4])Math3Dstatic
QuatLerp(out float qout[4], float q1[4], float q2[4], float frac)Math3Dstatic
QuatMultiply(out float qout[4], float q1[4], float q2[4])Math3Dstatic
QuatNorm(float quat[4])Math3Dstatic
QuatNormalize(out float quat[4])Math3Dstatic
QuatRotateTowards(out float qout[4], float q1[4], float q2[4], float maxDegreesDelta)Math3Dstatic
QuatScale(out float qout[4], float scale)Math3Dstatic
QuatToAngles(float q[4])Math3Dstatic
QuatToMatrix(float q[4], out vector mat[3])Math3Dstatic
TessellateBezierSpline(array< vector > points, array< vector > segmentPoints, float maxDistance, int maxPointsPerSegment, array< vector > outPoints)Math3Dstatic
TessellateHermiteSpline(array< vector > points, array< vector > tangents, float maxDistance, int maxPointsPerSegment, array< vector > outPoints)Math3Dstatic