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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 |