Method | Description | |
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ClosestPtRaySphere ( |
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ClosestPtSegmentRay ( Vector3 p1, Vector3 q1, |
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Ease ( float t, float k1, float k2 ) : float | ||
GetQuatConjugate ( |
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GetQuatExp ( |
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GetQuatLength ( |
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GetQuatLog ( |
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GetQuatSquad ( float t, |
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GetSquadIntermediate ( |
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IntersectRaySphere ( |
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IntersectRayTriangle ( |
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OrthogonalizeMatrix ( |
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QuaternionFromMatrix ( |
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QuaternionNormalize ( |
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Slerp ( |
Method | Description | |
---|---|---|
ClampToFloat ( double value ) : float | ||
ClampToInt ( long value ) : int | ||
DiscardLeastSignificantDecimal ( double v ) : double | ||
DiscardLeastSignificantDecimal ( float v ) : float | ||
GetClosestPowerOfTen ( float positiveNumber ) : float | ||
GetNumberOfDecimalsForMinimumDifference ( double minDifference ) : int | ||
GetNumberOfDecimalsForMinimumDifference ( float minDifference ) : int | ||
RoundBasedOnMinimumDifference ( double valueToRound, double minDifference ) : double | ||
RoundBasedOnMinimumDifference ( float valueToRound, float minDifference ) : float | ||
RoundToMultipleOf ( float value, float roundingValue ) : float |
public static ClosestPtRaySphere ( |
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ray | ||
sphereOrigin | Vector3 | |
sphereRadius | float | |
t | float | |
q | Vector3 | |
return | bool |
public static ClosestPtSegmentRay ( Vector3 p1, Vector3 q1, |
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p1 | Vector3 | |
q1 | Vector3 | |
ray | ||
squaredDist | float | |
s | float | |
closestRay | Vector3 | |
return | Vector3 |
public static Ease ( float t, float k1, float k2 ) : float | ||
t | float | |
k1 | float | |
k2 | float | |
return | float |
public static GetQuatConjugate ( |
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q | ||
return |
public static GetQuatExp ( |
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q | ||
return |
public static GetQuatLength ( |
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q | ||
return | float |
public static GetQuatLog ( |
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q | ||
return |
public static GetQuatSquad ( float t, |
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t | float | |
q0 | ||
q1 | ||
a0 | ||
a1 | ||
return |
public static GetSquadIntermediate ( |
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q0 | ||
q1 | ||
q2 | ||
return |
public static IntersectRaySphere ( |
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ray | ||
sphereOrigin | Vector3 | |
sphereRadius | float | |
t | float | |
q | Vector3 | |
return | bool |
public static IntersectRayTriangle ( |
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ray | ||
v0 | Vector3 | |
v1 | Vector3 | |
v2 | Vector3 | |
bidirectional | bool | |
return | object |
public static OrthogonalizeMatrix ( |
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m | ||
return |
public static QuaternionFromMatrix ( |
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m | ||
return |
public static QuaternionNormalize ( |
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q | ||
return | void |
public static Slerp ( |
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p | ||
q | ||
t | float | |
return |