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static void | Init () |
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static Vector2 | GetPointOnSpline (float percentage, Vector2[] cPoints) |
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static float[] | GetLineSplineIntersections (Vector2[] linePoints, Vector2[] cPoints) |
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static Vector3 | AddVectorLength (Vector3 vector, float size) |
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static Vector3 | SetVectorLength (Vector3 vector, float size) |
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static Quaternion | SubtractRotation (Quaternion B, Quaternion A) |
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static Quaternion | AddRotation (Quaternion A, Quaternion B) |
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static Vector3 | TransformDirectionMath (Quaternion rotation, Vector3 vector) |
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static Vector3 | InverseTransformDirectionMath (Quaternion rotation, Vector3 vector) |
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static Vector3 | RotateVectorFromTo (Quaternion from, Quaternion to, Vector3 vector) |
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static bool | PlanePlaneIntersection (out Vector3 linePoint, out Vector3 lineVec, Vector3 plane1Normal, Vector3 plane1Position, Vector3 plane2Normal, Vector3 plane2Position) |
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static bool | LinePlaneIntersection (out Vector3 intersection, Vector3 linePoint, Vector3 lineVec, Vector3 planeNormal, Vector3 planePoint) |
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static bool | LineLineIntersection (out Vector3 intersection, Vector3 linePoint1, Vector3 lineVec1, Vector3 linePoint2, Vector3 lineVec2) |
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static bool | ClosestPointsOnTwoLines (out Vector3 closestPointLine1, out Vector3 closestPointLine2, Vector3 linePoint1, Vector3 lineVec1, Vector3 linePoint2, Vector3 lineVec2) |
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static Vector3 | ProjectPointOnLine (Vector3 linePoint, Vector3 lineVec, Vector3 point) |
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static bool | IsPointOnLine (Vector3 linePoint, Vector3 lineVec, Vector3 point) |
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static bool | IsPointApproximatelyOnLine (Vector3 linePoint, Vector3 lineVec, Vector3 point, double precission=Math3d.vectorPrecission) |
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static bool | IsApproximatelyParallel (Vector3 vectorA, Vector3 vectorB, double precission=Math3d.vectorPrecission) |
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static bool | IsApproximatelyEqual (Vector3 vectorA, Vector3 vectorB, double precission=Math3d.vectorPrecission) |
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static Vector3 | ProjectPointOnLineSegment (Vector3 linePoint1, Vector3 linePoint2, Vector3 point) |
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static Vector3 | ProjectPointOnPlane (Vector3 planeNormal, Vector3 planePoint, Vector3 point) |
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static Vector3 | ProjectVectorOnPlane (Vector3 planeNormal, Vector3 vector) |
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static float | SignedDistancePlanePoint (Vector3 planeNormal, Vector3 planePoint, Vector3 point) |
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static float | SignedDotProduct (Vector3 vectorA, Vector3 vectorB, Vector3 normal) |
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static float | SignedVectorAngle (Vector3 referenceVector, Vector3 otherVector, Vector3 normal) |
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static float | AngleVectorPlane (Vector3 vector, Vector3 normal) |
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static float | DotProductAngle (Vector3 vec1, Vector3 vec2) |
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static void | PlaneFrom3Points (out Vector3 planeNormal, out Vector3 planePoint, Vector3 pointA, Vector3 pointB, Vector3 pointC) |
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static Vector3 | GetForwardVector (Quaternion q) |
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static Vector3 | GetUpVector (Quaternion q) |
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static Vector3 | GetRightVector (Quaternion q) |
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static Quaternion | QuaternionFromMatrix (Matrix4x4 m) |
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static Vector3 | PositionFromMatrix (Matrix4x4 m) |
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static void | LookRotationExtended (ref GameObject gameObjectInOut, Vector3 alignWithVector, Vector3 alignWithNormal, Vector3 customForward, Vector3 customUp) |
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static void | TransformWithParent (out Quaternion childRotation, out Vector3 childPosition, Quaternion parentRotation, Vector3 parentPosition, Quaternion startParentRotation, Vector3 startParentPosition, Quaternion startChildRotation, Vector3 startChildPosition) |
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static void | PreciseAlign (ref GameObject gameObjectInOut, Vector3 alignWithVector, Vector3 alignWithNormal, Vector3 alignWithPosition, Vector3 triangleForward, Vector3 triangleNormal, Vector3 trianglePosition) |
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static void | VectorsToTransform (ref GameObject gameObjectInOut, Vector3 positionVector, Vector3 directionVector, Vector3 normalVector) |
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static int | PointOnWhichSideOfLineSegment (Vector3 linePoint1, Vector3 linePoint2, Vector3 point) |
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static float | MouseDistanceToLine (Vector3 linePoint1, Vector3 linePoint2) |
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static float | MouseDistanceToCircle (Vector3 point, float radius) |
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static bool | IsLineInRectangle (Vector3 linePoint1, Vector3 linePoint2, Vector3 rectA, Vector3 rectB, Vector3 rectC, Vector3 rectD) |
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static bool | IsPointInRectangle (Vector3 point, Vector3 rectA, Vector3 rectC, Vector3 rectB, Vector3 rectD) |
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static bool | AreLineSegmentsCrossing (Vector3 pointA1, Vector3 pointA2, Vector3 pointB1, Vector3 pointB2) |
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static bool | LinearAcceleration (out Vector3 vector, Vector3 position, int samples) |
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static bool | AngularAcceleration (out Vector3 vector, Quaternion rotation, int samples) |
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static float | LinearFunction2DBasic (float x, float Qx, float Qy) |
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static float | LinearFunction2DFull (float x, float Px, float Py, float Qx, float Qy) |
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