FrameIT
Math3d Member List

This is the complete list of members for Math3d, including all inherited members.

AddRotation(Quaternion A, Quaternion B)Math3dstatic
AddVectorLength(Vector3 vector, float size)Math3dstatic
AngleVectorPlane(Vector3 vector, Vector3 normal)Math3dstatic
AngularAcceleration(out Vector3 vector, Quaternion rotation, int samples)Math3dstatic
AreLineSegmentsCrossing(Vector3 pointA1, Vector3 pointA2, Vector3 pointB1, Vector3 pointB2)Math3dstatic
ClosestPointsOnTwoLines(out Vector3 closestPointLine1, out Vector3 closestPointLine2, Vector3 linePoint1, Vector3 lineVec1, Vector3 linePoint2, Vector3 lineVec2)Math3dstatic
CubeRoot(float d)Math3dprivatestatic
DotProductAngle(Vector3 vec1, Vector3 vec2)Math3dstatic
GetForwardVector(Quaternion q)Math3dstatic
GetLineSplineIntersections(Vector2[] linePoints, Vector2[] cPoints)Math3dstatic
GetPointOnSpline(float percentage, Vector2[] cPoints)Math3dstatic
GetRightVector(Quaternion q)Math3dstatic
GetUpVector(Quaternion q)Math3dstatic
Init()Math3dstatic
InverseTransformDirectionMath(Quaternion rotation, Vector3 vector)Math3dstatic
IsApproximatelyEqual(Vector3 vectorA, Vector3 vectorB, double precission=Math3d.vectorPrecission)Math3dstatic
IsApproximatelyParallel(Vector3 vectorA, Vector3 vectorB, double precission=Math3d.vectorPrecission)Math3dstatic
IsLineInRectangle(Vector3 linePoint1, Vector3 linePoint2, Vector3 rectA, Vector3 rectB, Vector3 rectC, Vector3 rectD)Math3dstatic
IsPointApproximatelyOnLine(Vector3 linePoint, Vector3 lineVec, Vector3 point, double precission=Math3d.vectorPrecission)Math3dstatic
IsPointInRectangle(Vector3 point, Vector3 rectA, Vector3 rectC, Vector3 rectB, Vector3 rectD)Math3dstatic
IsPointOnLine(Vector3 linePoint, Vector3 lineVec, Vector3 point)Math3dstatic
LinearAcceleration(out Vector3 vector, Vector3 position, int samples)Math3dstatic
LinearFunction2DBasic(float x, float Qx, float Qy)Math3dstatic
LinearFunction2DFull(float x, float Px, float Py, float Qx, float Qy)Math3dstatic
LineLineIntersection(out Vector3 intersection, Vector3 linePoint1, Vector3 lineVec1, Vector3 linePoint2, Vector3 lineVec2)Math3dstatic
LinePlaneIntersection(out Vector3 intersection, Vector3 linePoint, Vector3 lineVec, Vector3 planeNormal, Vector3 planePoint)Math3dstatic
LookRotationExtended(ref GameObject gameObjectInOut, Vector3 alignWithVector, Vector3 alignWithNormal, Vector3 customForward, Vector3 customUp)Math3dstatic
MouseDistanceToCircle(Vector3 point, float radius)Math3dstatic
MouseDistanceToLine(Vector3 linePoint1, Vector3 linePoint2)Math3dstatic
PlaneFrom3Points(out Vector3 planeNormal, out Vector3 planePoint, Vector3 pointA, Vector3 pointB, Vector3 pointC)Math3dstatic
PlanePlaneIntersection(out Vector3 linePoint, out Vector3 lineVec, Vector3 plane1Normal, Vector3 plane1Position, Vector3 plane2Normal, Vector3 plane2Position)Math3dstatic
PointOnWhichSideOfLineSegment(Vector3 linePoint1, Vector3 linePoint2, Vector3 point)Math3dstatic
PositionFromMatrix(Matrix4x4 m)Math3dstatic
positionRegisterMath3dprivatestatic
positionSamplesTakenMath3dprivatestatic
posTimeRegisterMath3dprivatestatic
PreciseAlign(ref GameObject gameObjectInOut, Vector3 alignWithVector, Vector3 alignWithNormal, Vector3 alignWithPosition, Vector3 triangleForward, Vector3 triangleNormal, Vector3 trianglePosition)Math3dstatic
ProjectPointOnLine(Vector3 linePoint, Vector3 lineVec, Vector3 point)Math3dstatic
ProjectPointOnLineSegment(Vector3 linePoint1, Vector3 linePoint2, Vector3 point)Math3dstatic
ProjectPointOnPlane(Vector3 planeNormal, Vector3 planePoint, Vector3 point)Math3dstatic
ProjectVectorOnPlane(Vector3 planeNormal, Vector3 vector)Math3dstatic
QuaternionFromMatrix(Matrix4x4 m)Math3dstatic
RotateVectorFromTo(Quaternion from, Quaternion to, Vector3 vector)Math3dstatic
rotationRegisterMath3dprivatestatic
rotationSamplesTakenMath3dprivatestatic
RotDiffToSpeedVec(Quaternion rotation, float deltaTime)Math3dprivatestatic
rotTimeRegisterMath3dprivatestatic
SetVectorLength(Vector3 vector, float size)Math3dstatic
SignedDistancePlanePoint(Vector3 planeNormal, Vector3 planePoint, Vector3 point)Math3dstatic
SignedDotProduct(Vector3 vectorA, Vector3 vectorB, Vector3 normal)Math3dstatic
SignedVectorAngle(Vector3 referenceVector, Vector3 otherVector, Vector3 normal)Math3dstatic
SolveCubic(out int nRoots, out float x1, out float x2, out float x3, float a, float b, float c, float d)Math3dprivatestatic
SubtractRotation(Quaternion B, Quaternion A)Math3dstatic
tempChildMath3dprivatestatic
tempParentMath3dprivatestatic
TransformDirectionMath(Quaternion rotation, Vector3 vector)Math3dstatic
TransformWithParent(out Quaternion childRotation, out Vector3 childPosition, Quaternion parentRotation, Vector3 parentPosition, Quaternion startParentRotation, Vector3 startParentPosition, Quaternion startChildRotation, Vector3 startChildPosition)Math3dstatic
vectorPrecissionMath3dstatic
VectorsToTransform(ref GameObject gameObjectInOut, Vector3 positionVector, Vector3 directionVector, Vector3 normalVector)Math3dstatic