FrameIT
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This is the complete list of members for Math3d, including all inherited members.
AddRotation(Quaternion A, Quaternion B) | Math3d | static |
AddVectorLength(Vector3 vector, float size) | Math3d | static |
AngleVectorPlane(Vector3 vector, Vector3 normal) | Math3d | static |
AngularAcceleration(out Vector3 vector, Quaternion rotation, int samples) | Math3d | static |
AreLineSegmentsCrossing(Vector3 pointA1, Vector3 pointA2, Vector3 pointB1, Vector3 pointB2) | Math3d | static |
ClosestPointsOnTwoLines(out Vector3 closestPointLine1, out Vector3 closestPointLine2, Vector3 linePoint1, Vector3 lineVec1, Vector3 linePoint2, Vector3 lineVec2) | Math3d | static |
CubeRoot(float d) | Math3d | privatestatic |
DotProductAngle(Vector3 vec1, Vector3 vec2) | Math3d | static |
GetForwardVector(Quaternion q) | Math3d | static |
GetLineSplineIntersections(Vector2[] linePoints, Vector2[] cPoints) | Math3d | static |
GetPointOnSpline(float percentage, Vector2[] cPoints) | Math3d | static |
GetRightVector(Quaternion q) | Math3d | static |
GetUpVector(Quaternion q) | Math3d | static |
Init() | Math3d | static |
InverseTransformDirectionMath(Quaternion rotation, Vector3 vector) | Math3d | static |
IsApproximatelyEqual(Vector3 vectorA, Vector3 vectorB, double precission=Math3d.vectorPrecission) | Math3d | static |
IsApproximatelyParallel(Vector3 vectorA, Vector3 vectorB, double precission=Math3d.vectorPrecission) | Math3d | static |
IsLineInRectangle(Vector3 linePoint1, Vector3 linePoint2, Vector3 rectA, Vector3 rectB, Vector3 rectC, Vector3 rectD) | Math3d | static |
IsPointApproximatelyOnLine(Vector3 linePoint, Vector3 lineVec, Vector3 point, double precission=Math3d.vectorPrecission) | Math3d | static |
IsPointInRectangle(Vector3 point, Vector3 rectA, Vector3 rectC, Vector3 rectB, Vector3 rectD) | Math3d | static |
IsPointOnLine(Vector3 linePoint, Vector3 lineVec, Vector3 point) | Math3d | static |
LinearAcceleration(out Vector3 vector, Vector3 position, int samples) | Math3d | static |
LinearFunction2DBasic(float x, float Qx, float Qy) | Math3d | static |
LinearFunction2DFull(float x, float Px, float Py, float Qx, float Qy) | Math3d | static |
LineLineIntersection(out Vector3 intersection, Vector3 linePoint1, Vector3 lineVec1, Vector3 linePoint2, Vector3 lineVec2) | Math3d | static |
LinePlaneIntersection(out Vector3 intersection, Vector3 linePoint, Vector3 lineVec, Vector3 planeNormal, Vector3 planePoint) | Math3d | static |
LookRotationExtended(ref GameObject gameObjectInOut, Vector3 alignWithVector, Vector3 alignWithNormal, Vector3 customForward, Vector3 customUp) | Math3d | static |
MouseDistanceToCircle(Vector3 point, float radius) | Math3d | static |
MouseDistanceToLine(Vector3 linePoint1, Vector3 linePoint2) | Math3d | static |
PlaneFrom3Points(out Vector3 planeNormal, out Vector3 planePoint, Vector3 pointA, Vector3 pointB, Vector3 pointC) | Math3d | static |
PlanePlaneIntersection(out Vector3 linePoint, out Vector3 lineVec, Vector3 plane1Normal, Vector3 plane1Position, Vector3 plane2Normal, Vector3 plane2Position) | Math3d | static |
PointOnWhichSideOfLineSegment(Vector3 linePoint1, Vector3 linePoint2, Vector3 point) | Math3d | static |
PositionFromMatrix(Matrix4x4 m) | Math3d | static |
positionRegister | Math3d | privatestatic |
positionSamplesTaken | Math3d | privatestatic |
posTimeRegister | Math3d | privatestatic |
PreciseAlign(ref GameObject gameObjectInOut, Vector3 alignWithVector, Vector3 alignWithNormal, Vector3 alignWithPosition, Vector3 triangleForward, Vector3 triangleNormal, Vector3 trianglePosition) | Math3d | static |
ProjectPointOnLine(Vector3 linePoint, Vector3 lineVec, Vector3 point) | Math3d | static |
ProjectPointOnLineSegment(Vector3 linePoint1, Vector3 linePoint2, Vector3 point) | Math3d | static |
ProjectPointOnPlane(Vector3 planeNormal, Vector3 planePoint, Vector3 point) | Math3d | static |
ProjectVectorOnPlane(Vector3 planeNormal, Vector3 vector) | Math3d | static |
QuaternionFromMatrix(Matrix4x4 m) | Math3d | static |
RotateVectorFromTo(Quaternion from, Quaternion to, Vector3 vector) | Math3d | static |
rotationRegister | Math3d | privatestatic |
rotationSamplesTaken | Math3d | privatestatic |
RotDiffToSpeedVec(Quaternion rotation, float deltaTime) | Math3d | privatestatic |
rotTimeRegister | Math3d | privatestatic |
SetVectorLength(Vector3 vector, float size) | Math3d | static |
SignedDistancePlanePoint(Vector3 planeNormal, Vector3 planePoint, Vector3 point) | Math3d | static |
SignedDotProduct(Vector3 vectorA, Vector3 vectorB, Vector3 normal) | Math3d | static |
SignedVectorAngle(Vector3 referenceVector, Vector3 otherVector, Vector3 normal) | Math3d | static |
SolveCubic(out int nRoots, out float x1, out float x2, out float x3, float a, float b, float c, float d) | Math3d | privatestatic |
SubtractRotation(Quaternion B, Quaternion A) | Math3d | static |
tempChild | Math3d | privatestatic |
tempParent | Math3d | privatestatic |
TransformDirectionMath(Quaternion rotation, Vector3 vector) | Math3d | static |
TransformWithParent(out Quaternion childRotation, out Vector3 childPosition, Quaternion parentRotation, Vector3 parentPosition, Quaternion startParentRotation, Vector3 startParentPosition, Quaternion startChildRotation, Vector3 startChildPosition) | Math3d | static |
vectorPrecission | Math3d | static |
VectorsToTransform(ref GameObject gameObjectInOut, Vector3 positionVector, Vector3 directionVector, Vector3 normalVector) | Math3d | static |