Property | Type | Description | |
---|---|---|---|
hullCache | List |
Method | Description | |
---|---|---|
ClosestPointOnTriangle ( Vector3 triangle, Vector3 point ) : Vector3 | ||
ClosestPointOnTriangle ( Vector3 tr0, Vector3 tr1, Vector3 tr2, Vector3 point ) : Vector3 | ||
ContainsPoint ( |
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ContainsPoint ( |
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ContainsPoint ( Vector2 polyPoints, Vector2 p ) : bool | ||
ContainsPoint ( Vector3 polyPoints, Vector3 p ) : bool | ||
ContainsPoint ( Vector3 a, Vector3 b, Vector3 c, Vector3 p ) : bool | ||
ConvexHull ( Vector3 points ) : Vector3[] | ||
DistanceSegmentSegment3D ( Vector3 s1, Vector3 e1, Vector3 s2, Vector3 e2 ) : float | ||
IntersectionFactor ( |
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IntersectionFactor ( Vector3 start1, Vector3 end1, Vector3 start2, Vector3 end2, float &factor1, float &factor2 ) : bool | ||
IntersectionFactor ( Vector3 start1, Vector3 end1, Vector3 start2, Vector3 end2 ) : float | ||
IntersectionFactorRay ( |
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IntersectionFactorRaySegment ( |
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IntersectionPoint ( Vector2 start1, Vector2 end1, Vector2 start2, Vector2 end2 ) : Vector2 | ||
IntersectionPoint ( Vector2 start1, Vector2 end1, Vector2 start2, Vector2 end2, bool &intersects ) : Vector2 | ||
IntersectionPoint ( Vector3 start1, Vector3 end1, Vector3 start2, Vector3 end2 ) : Vector3 | ||
IntersectionPoint ( Vector3 start1, Vector3 end1, Vector3 start2, Vector3 end2, bool &intersects ) : Vector3 | ||
IntersectionPointOptimized ( Vector3 start1, Vector3 dir1, Vector3 start2, Vector3 dir2 ) : Vector3 | ||
IntersectionPointOptimized ( Vector3 start1, Vector3 dir1, Vector3 start2, Vector3 dir2, bool &intersects ) : Vector3 | ||
Intersects ( |
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Intersects ( |
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Intersects ( Vector3 start1, Vector3 end1, Vector3 start2, Vector3 end2 ) : bool | ||
IntersectsUnclamped ( Vector3 a, Vector3 b, Vector3 a2, Vector3 b2 ) : bool | ||
IsClockwise ( |
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IsClockwise ( Vector3 a, Vector3 b, Vector3 c ) : bool | ||
IsClockwiseMargin ( |
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IsClockwiseMargin ( |
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IsClockwiseMargin ( Vector3 a, Vector3 b, Vector3 c ) : bool | ||
IsColinear ( |
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IsColinear ( Vector3 a, Vector3 b, Vector3 c ) : bool | ||
IsColinearAlmost ( |
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Left ( |
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Left ( |
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Left ( Vector3 a, Vector3 b, Vector3 p ) : bool | ||
LeftNotColinear ( |
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LeftNotColinear ( Vector3 a, Vector3 b, Vector3 p ) : bool | ||
LineIntersectsBounds ( |
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SegmentIntersectionPoint ( Vector3 start1, Vector3 end1, Vector3 start2, Vector3 end2, bool &intersects ) : Vector3 | ||
Subdivide ( Vector3 path, int subdivisions ) : Vector3[] | ||
TriangleArea ( Vector3 a, Vector3 b, Vector3 c ) : float | ||
TriangleArea ( |
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TriangleArea2 ( Vector3 a, Vector3 b, Vector3 c ) : float | ||
TriangleArea2 ( |
public static ClosestPointOnTriangle ( Vector3 triangle, Vector3 point ) : Vector3 | ||
triangle | Vector3 | |
point | Vector3 | |
return | Vector3 |
public static ClosestPointOnTriangle ( Vector3 tr0, Vector3 tr1, Vector3 tr2, Vector3 point ) : Vector3 | ||
tr0 | Vector3 | |
tr1 | Vector3 | |
tr2 | Vector3 | |
point | Vector3 | |
return | Vector3 |
public static ContainsPoint ( |
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a | ||
b | ||
c | ||
p | ||
return | bool |
public static ContainsPoint ( |
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a | ||
b | ||
c | ||
p | ||
return | bool |
public static ContainsPoint ( Vector2 polyPoints, Vector2 p ) : bool | ||
polyPoints | Vector2 | |
p | Vector2 | |
return | bool |
public static ContainsPoint ( Vector3 polyPoints, Vector3 p ) : bool | ||
polyPoints | Vector3 | |
p | Vector3 | |
return | bool |
public static ContainsPoint ( Vector3 a, Vector3 b, Vector3 c, Vector3 p ) : bool | ||
a | Vector3 | |
b | Vector3 | |
c | Vector3 | |
p | Vector3 | |
return | bool |
public static ConvexHull ( Vector3 points ) : Vector3[] | ||
points | Vector3 | |
return | Vector3[] |
public static DistanceSegmentSegment3D ( Vector3 s1, Vector3 e1, Vector3 s2, Vector3 e2 ) : float | ||
s1 | Vector3 | |
e1 | Vector3 | |
s2 | Vector3 | |
e2 | Vector3 | |
return | float |
public static IntersectionFactor ( |
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start1 | ||
end1 | ||
start2 | ||
end2 | ||
factor1 | float | |
factor2 | float | |
return | bool |
public static IntersectionFactor ( Vector3 start1, Vector3 end1, Vector3 start2, Vector3 end2, float &factor1, float &factor2 ) : bool | ||
start1 | Vector3 | |
end1 | Vector3 | |
start2 | Vector3 | |
end2 | Vector3 | |
factor1 | float | |
factor2 | float | |
return | bool |
public static IntersectionFactor ( Vector3 start1, Vector3 end1, Vector3 start2, Vector3 end2 ) : float | ||
start1 | Vector3 | |
end1 | Vector3 | |
start2 | Vector3 | |
end2 | Vector3 | |
return | float |
public static IntersectionFactorRay ( |
||
start1 | ||
end1 | ||
start2 | ||
end2 | ||
return | float |
public static IntersectionFactorRaySegment ( |
||
start1 | ||
end1 | ||
start2 | ||
end2 | ||
return | bool |
public static IntersectionPoint ( Vector2 start1, Vector2 end1, Vector2 start2, Vector2 end2 ) : Vector2 | ||
start1 | Vector2 | |
end1 | Vector2 | |
start2 | Vector2 | |
end2 | Vector2 | |
return | Vector2 |
public static IntersectionPoint ( Vector2 start1, Vector2 end1, Vector2 start2, Vector2 end2, bool &intersects ) : Vector2 | ||
start1 | Vector2 | |
end1 | Vector2 | |
start2 | Vector2 | |
end2 | Vector2 | |
intersects | bool | |
return | Vector2 |
public static IntersectionPoint ( Vector3 start1, Vector3 end1, Vector3 start2, Vector3 end2 ) : Vector3 | ||
start1 | Vector3 | |
end1 | Vector3 | |
start2 | Vector3 | |
end2 | Vector3 | |
return | Vector3 |
public static IntersectionPoint ( Vector3 start1, Vector3 end1, Vector3 start2, Vector3 end2, bool &intersects ) : Vector3 | ||
start1 | Vector3 | |
end1 | Vector3 | |
start2 | Vector3 | |
end2 | Vector3 | |
intersects | bool | |
return | Vector3 |
public static IntersectionPointOptimized ( Vector3 start1, Vector3 dir1, Vector3 start2, Vector3 dir2 ) : Vector3 | ||
start1 | Vector3 | |
dir1 | Vector3 | |
start2 | Vector3 | |
dir2 | Vector3 | |
return | Vector3 |
public static IntersectionPointOptimized ( Vector3 start1, Vector3 dir1, Vector3 start2, Vector3 dir2, bool &intersects ) : Vector3 | ||
start1 | Vector3 | |
dir1 | Vector3 | |
start2 | Vector3 | |
dir2 | Vector3 | |
intersects | bool | |
return | Vector3 |
public static Intersects ( |
||
a | ||
b | ||
a2 | ||
b2 | ||
return | bool |
public static Intersects ( |
||
a | ||
b | ||
a2 | ||
b2 | ||
return | bool |
public static Intersects ( Vector3 start1, Vector3 end1, Vector3 start2, Vector3 end2 ) : bool | ||
start1 | Vector3 | |
end1 | Vector3 | |
start2 | Vector3 | |
end2 | Vector3 | |
return | bool |
public static IntersectsUnclamped ( Vector3 a, Vector3 b, Vector3 a2, Vector3 b2 ) : bool | ||
a | Vector3 | |
b | Vector3 | |
a2 | Vector3 | |
b2 | Vector3 | |
return | bool |
public static IsClockwise ( |
||
a | ||
b | ||
c | ||
return | bool |
public static IsClockwise ( Vector3 a, Vector3 b, Vector3 c ) : bool | ||
a | Vector3 | |
b | Vector3 | |
c | Vector3 | |
return | bool |
public static IsClockwiseMargin ( |
||
a | ||
b | ||
c | ||
return | bool |
public static IsClockwiseMargin ( |
||
a | ||
b | ||
c | ||
return | bool |
public static IsClockwiseMargin ( Vector3 a, Vector3 b, Vector3 c ) : bool | ||
a | Vector3 | |
b | Vector3 | |
c | Vector3 | |
return | bool |
public static IsColinear ( |
||
a | ||
b | ||
c | ||
return | bool |
public static IsColinear ( Vector3 a, Vector3 b, Vector3 c ) : bool | ||
a | Vector3 | |
b | Vector3 | |
c | Vector3 | |
return | bool |
public static IsColinearAlmost ( |
||
a | ||
b | ||
c | ||
return | bool |
public static Left ( |
||
a | ||
b | ||
c | ||
return | bool |
public static Left ( |
||
a | ||
b | ||
c | ||
return | bool |
public static Left ( Vector3 a, Vector3 b, Vector3 p ) : bool | ||
a | Vector3 | |
b | Vector3 | |
p | Vector3 | |
return | bool |
public static LeftNotColinear ( |
||
a | ||
b | ||
c | ||
return | bool |
public static LeftNotColinear ( Vector3 a, Vector3 b, Vector3 p ) : bool | ||
a | Vector3 | |
b | Vector3 | |
p | Vector3 | |
return | bool |
public static LineIntersectsBounds ( |
||
bounds | ||
a | Vector3 | |
b | Vector3 | |
return | bool |
public static SegmentIntersectionPoint ( Vector3 start1, Vector3 end1, Vector3 start2, Vector3 end2, bool &intersects ) : Vector3 | ||
start1 | Vector3 | |
end1 | Vector3 | |
start2 | Vector3 | |
end2 | Vector3 | |
intersects | bool | |
return | Vector3 |
public static Subdivide ( Vector3 path, int subdivisions ) : Vector3[] | ||
path | Vector3 | |
subdivisions | int | |
return | Vector3[] |
public static TriangleArea ( Vector3 a, Vector3 b, Vector3 c ) : float | ||
a | Vector3 | |
b | Vector3 | |
c | Vector3 | |
return | float |
public static TriangleArea ( |
||
a | ||
b | ||
c | ||
return | long |
public static TriangleArea2 ( Vector3 a, Vector3 b, Vector3 c ) : float | ||
a | Vector3 | |
b | Vector3 | |
c | Vector3 | |
return | float |
public static TriangleArea2 ( |
||
a | ||
b | ||
c | ||
return | long |