메소드 | 설명 | |
---|---|---|
AddRotation ( Quaternion A, Quaternion B ) : Quaternion | ||
AddVectorLength ( Vector3 vector, float size ) : Vector3 | ||
AngleVectorPlane ( Vector3 vector, Vector3 normal ) : float | ||
AngularAcceleration ( Vector3 &vector, Quaternion rotation, int samples ) : bool | ||
AreLineSegmentsCrossing ( Vector3 pointA1, Vector3 pointA2, Vector3 pointB1, Vector3 pointB2 ) : bool | ||
ClosestPointsOnTwoLines ( Vector3 &closestPointLine1, Vector3 &closestPointLine2, Vector3 linePoint1, Vector3 lineVec1, Vector3 linePoint2, Vector3 lineVec2 ) : bool | ||
DotProductAngle ( Vector3 vec1, Vector3 vec2 ) : float | ||
GetForwardVector ( Quaternion q ) : Vector3 | ||
GetRightVector ( Quaternion q ) : Vector3 | ||
GetUpVector ( Quaternion q ) : Vector3 | ||
Init ( ) : void | ||
InverseTransformDirectionMath ( Quaternion rotation, Vector3 vector ) : Vector3 | ||
IsLineInRectangle ( Vector3 linePoint1, Vector3 linePoint2, Vector3 rectA, Vector3 rectB, Vector3 rectC, Vector3 rectD ) : bool | ||
IsPointInRectangle ( Vector3 point, Vector3 rectA, Vector3 rectC, Vector3 rectB, Vector3 rectD ) : bool | ||
LineLineIntersection ( Vector3 &intersection, Vector3 linePoint1, Vector3 lineVec1, Vector3 linePoint2, Vector3 lineVec2 ) : bool | ||
LinePlaneIntersection ( Vector3 &intersection, Vector3 linePoint, Vector3 lineVec, Vector3 planeNormal, Vector3 planePoint ) : bool | ||
LinearAcceleration ( Vector3 &vector, Vector3 position, int samples ) : bool | ||
LinearFunction2DBasic ( float x, float Qx, float Qy ) : float | ||
LinearFunction2DFull ( float x, float Px, float Py, float Qx, float Qy ) : float | ||
LookRotationExtended ( GameObject &gameObjectInOut, Vector3 alignWithVector, Vector3 alignWithNormal, Vector3 customForward, Vector3 customUp ) : void | ||
MouseDistanceToCircle ( Vector3 point, float radius ) : float | ||
MouseDistanceToLine ( Vector3 linePoint1, Vector3 linePoint2 ) : float | ||
PlaneFrom3Points ( Vector3 &planeNormal, Vector3 &planePoint, Vector3 pointA, Vector3 pointB, Vector3 pointC ) : void | ||
PlanePlaneIntersection ( Vector3 &linePoint, Vector3 &lineVec, Vector3 plane1Normal, Vector3 plane1Position, Vector3 plane2Normal, Vector3 plane2Position ) : bool | ||
PointOnWhichSideOfLineSegment ( Vector3 linePoint1, Vector3 linePoint2, Vector3 point ) : int | ||
PositionFromMatrix ( Matrix4x4 m ) : Vector3 | ||
PreciseAlign ( GameObject &gameObjectInOut, Vector3 alignWithVector, Vector3 alignWithNormal, Vector3 alignWithPosition, Vector3 triangleForward, Vector3 triangleNormal, Vector3 trianglePosition ) : void | ||
ProjectPointOnLine ( Vector3 linePoint, Vector3 lineVec, Vector3 point ) : Vector3 | ||
ProjectPointOnLineSegment ( Vector3 linePoint1, Vector3 linePoint2, Vector3 point ) : Vector3 | ||
ProjectPointOnPlane ( Vector3 planeNormal, Vector3 planePoint, Vector3 point ) : Vector3 | ||
ProjectVectorOnPlane ( Vector3 planeNormal, Vector3 vector ) : Vector3 | ||
QuaternionFromMatrix ( Matrix4x4 m ) : Quaternion | ||
RotateVectorFromTo ( Quaternion from, Quaternion to, Vector3 vector ) : Vector3 | ||
SetVectorLength ( Vector3 vector, float size ) : Vector3 | ||
SignedDistancePlanePoint ( Vector3 planeNormal, Vector3 planePoint, Vector3 point ) : float | ||
SignedDotProduct ( Vector3 vectorA, Vector3 vectorB, Vector3 normal ) : float | ||
SignedVectorAngle ( Vector3 referenceVector, Vector3 otherVector, Vector3 normal ) : float | ||
SubtractRotation ( Quaternion B, Quaternion A ) : Quaternion | ||
TransformDirectionMath ( Quaternion rotation, Vector3 vector ) : Vector3 | ||
TransformWithParent ( Quaternion &childRotation, Vector3 &childPosition, Quaternion parentRotation, Vector3 parentPosition, Quaternion startParentRotation, Vector3 startParentPosition, Quaternion startChildRotation, Vector3 startChildPosition ) : void | ||
VectorsToTransform ( GameObject &gameObjectInOut, Vector3 positionVector, Vector3 directionVector, Vector3 normalVector ) : void |
메소드 | 설명 | |
---|---|---|
RotDiffToSpeedVec ( Quaternion rotation, float deltaTime ) : Vector3 |
public static AddRotation ( Quaternion A, Quaternion B ) : Quaternion | ||
A | Quaternion | |
B | Quaternion | |
리턴 | Quaternion |
public static AddVectorLength ( Vector3 vector, float size ) : Vector3 | ||
vector | Vector3 | |
size | float | |
리턴 | Vector3 |
public static AngleVectorPlane ( Vector3 vector, Vector3 normal ) : float | ||
vector | Vector3 | |
normal | Vector3 | |
리턴 | float |
public static AngularAcceleration ( Vector3 &vector, Quaternion rotation, int samples ) : bool | ||
vector | Vector3 | |
rotation | Quaternion | |
samples | int | |
리턴 | bool |
public static AreLineSegmentsCrossing ( Vector3 pointA1, Vector3 pointA2, Vector3 pointB1, Vector3 pointB2 ) : bool | ||
pointA1 | Vector3 | |
pointA2 | Vector3 | |
pointB1 | Vector3 | |
pointB2 | Vector3 | |
리턴 | bool |
public static ClosestPointsOnTwoLines ( Vector3 &closestPointLine1, Vector3 &closestPointLine2, Vector3 linePoint1, Vector3 lineVec1, Vector3 linePoint2, Vector3 lineVec2 ) : bool | ||
closestPointLine1 | Vector3 | |
closestPointLine2 | Vector3 | |
linePoint1 | Vector3 | |
lineVec1 | Vector3 | |
linePoint2 | Vector3 | |
lineVec2 | Vector3 | |
리턴 | bool |
public static DotProductAngle ( Vector3 vec1, Vector3 vec2 ) : float | ||
vec1 | Vector3 | |
vec2 | Vector3 | |
리턴 | float |
public static GetForwardVector ( Quaternion q ) : Vector3 | ||
q | Quaternion | |
리턴 | Vector3 |
public static GetRightVector ( Quaternion q ) : Vector3 | ||
q | Quaternion | |
리턴 | Vector3 |
public static GetUpVector ( Quaternion q ) : Vector3 | ||
q | Quaternion | |
리턴 | Vector3 |
public static InverseTransformDirectionMath ( Quaternion rotation, Vector3 vector ) : Vector3 | ||
rotation | Quaternion | |
vector | Vector3 | |
리턴 | Vector3 |
public static IsLineInRectangle ( Vector3 linePoint1, Vector3 linePoint2, Vector3 rectA, Vector3 rectB, Vector3 rectC, Vector3 rectD ) : bool | ||
linePoint1 | Vector3 | |
linePoint2 | Vector3 | |
rectA | Vector3 | |
rectB | Vector3 | |
rectC | Vector3 | |
rectD | Vector3 | |
리턴 | bool |
public static IsPointInRectangle ( Vector3 point, Vector3 rectA, Vector3 rectC, Vector3 rectB, Vector3 rectD ) : bool | ||
point | Vector3 | |
rectA | Vector3 | |
rectC | Vector3 | |
rectB | Vector3 | |
rectD | Vector3 | |
리턴 | bool |
public static LineLineIntersection ( Vector3 &intersection, Vector3 linePoint1, Vector3 lineVec1, Vector3 linePoint2, Vector3 lineVec2 ) : bool | ||
intersection | Vector3 | |
linePoint1 | Vector3 | |
lineVec1 | Vector3 | |
linePoint2 | Vector3 | |
lineVec2 | Vector3 | |
리턴 | bool |
public static LinePlaneIntersection ( Vector3 &intersection, Vector3 linePoint, Vector3 lineVec, Vector3 planeNormal, Vector3 planePoint ) : bool | ||
intersection | Vector3 | |
linePoint | Vector3 | |
lineVec | Vector3 | |
planeNormal | Vector3 | |
planePoint | Vector3 | |
리턴 | bool |
public static LinearAcceleration ( Vector3 &vector, Vector3 position, int samples ) : bool | ||
vector | Vector3 | |
position | Vector3 | |
samples | int | |
리턴 | bool |
public static LinearFunction2DBasic ( float x, float Qx, float Qy ) : float | ||
x | float | |
Qx | float | |
Qy | float | |
리턴 | float |
public static LinearFunction2DFull ( float x, float Px, float Py, float Qx, float Qy ) : float | ||
x | float | |
Px | float | |
Py | float | |
Qx | float | |
Qy | float | |
리턴 | float |
public static LookRotationExtended ( GameObject &gameObjectInOut, Vector3 alignWithVector, Vector3 alignWithNormal, Vector3 customForward, Vector3 customUp ) : void | ||
gameObjectInOut | GameObject | |
alignWithVector | Vector3 | |
alignWithNormal | Vector3 | |
customForward | Vector3 | |
customUp | Vector3 | |
리턴 | void |
public static MouseDistanceToCircle ( Vector3 point, float radius ) : float | ||
point | Vector3 | |
radius | float | |
리턴 | float |
public static MouseDistanceToLine ( Vector3 linePoint1, Vector3 linePoint2 ) : float | ||
linePoint1 | Vector3 | |
linePoint2 | Vector3 | |
리턴 | float |
public static PlaneFrom3Points ( Vector3 &planeNormal, Vector3 &planePoint, Vector3 pointA, Vector3 pointB, Vector3 pointC ) : void | ||
planeNormal | Vector3 | |
planePoint | Vector3 | |
pointA | Vector3 | |
pointB | Vector3 | |
pointC | Vector3 | |
리턴 | void |
public static PlanePlaneIntersection ( Vector3 &linePoint, Vector3 &lineVec, Vector3 plane1Normal, Vector3 plane1Position, Vector3 plane2Normal, Vector3 plane2Position ) : bool | ||
linePoint | Vector3 | |
lineVec | Vector3 | |
plane1Normal | Vector3 | |
plane1Position | Vector3 | |
plane2Normal | Vector3 | |
plane2Position | Vector3 | |
리턴 | bool |
public static PointOnWhichSideOfLineSegment ( Vector3 linePoint1, Vector3 linePoint2, Vector3 point ) : int | ||
linePoint1 | Vector3 | |
linePoint2 | Vector3 | |
point | Vector3 | |
리턴 | int |
public static PositionFromMatrix ( Matrix4x4 m ) : Vector3 | ||
m | Matrix4x4 | |
리턴 | Vector3 |
public static PreciseAlign ( GameObject &gameObjectInOut, Vector3 alignWithVector, Vector3 alignWithNormal, Vector3 alignWithPosition, Vector3 triangleForward, Vector3 triangleNormal, Vector3 trianglePosition ) : void | ||
gameObjectInOut | GameObject | |
alignWithVector | Vector3 | |
alignWithNormal | Vector3 | |
alignWithPosition | Vector3 | |
triangleForward | Vector3 | |
triangleNormal | Vector3 | |
trianglePosition | Vector3 | |
리턴 | void |
public static ProjectPointOnLine ( Vector3 linePoint, Vector3 lineVec, Vector3 point ) : Vector3 | ||
linePoint | Vector3 | |
lineVec | Vector3 | |
point | Vector3 | |
리턴 | Vector3 |
public static ProjectPointOnLineSegment ( Vector3 linePoint1, Vector3 linePoint2, Vector3 point ) : Vector3 | ||
linePoint1 | Vector3 | |
linePoint2 | Vector3 | |
point | Vector3 | |
리턴 | Vector3 |
public static ProjectPointOnPlane ( Vector3 planeNormal, Vector3 planePoint, Vector3 point ) : Vector3 | ||
planeNormal | Vector3 | |
planePoint | Vector3 | |
point | Vector3 | |
리턴 | Vector3 |
public static ProjectVectorOnPlane ( Vector3 planeNormal, Vector3 vector ) : Vector3 | ||
planeNormal | Vector3 | |
vector | Vector3 | |
리턴 | Vector3 |
public static QuaternionFromMatrix ( Matrix4x4 m ) : Quaternion | ||
m | Matrix4x4 | |
리턴 | Quaternion |
public static RotateVectorFromTo ( Quaternion from, Quaternion to, Vector3 vector ) : Vector3 | ||
from | Quaternion | |
to | Quaternion | |
vector | Vector3 | |
리턴 | Vector3 |
public static SetVectorLength ( Vector3 vector, float size ) : Vector3 | ||
vector | Vector3 | |
size | float | |
리턴 | Vector3 |
public static SignedDistancePlanePoint ( Vector3 planeNormal, Vector3 planePoint, Vector3 point ) : float | ||
planeNormal | Vector3 | |
planePoint | Vector3 | |
point | Vector3 | |
리턴 | float |
public static SignedDotProduct ( Vector3 vectorA, Vector3 vectorB, Vector3 normal ) : float | ||
vectorA | Vector3 | |
vectorB | Vector3 | |
normal | Vector3 | |
리턴 | float |
public static SignedVectorAngle ( Vector3 referenceVector, Vector3 otherVector, Vector3 normal ) : float | ||
referenceVector | Vector3 | |
otherVector | Vector3 | |
normal | Vector3 | |
리턴 | float |
public static SubtractRotation ( Quaternion B, Quaternion A ) : Quaternion | ||
B | Quaternion | |
A | Quaternion | |
리턴 | Quaternion |
public static TransformDirectionMath ( Quaternion rotation, Vector3 vector ) : Vector3 | ||
rotation | Quaternion | |
vector | Vector3 | |
리턴 | Vector3 |
public static TransformWithParent ( Quaternion &childRotation, Vector3 &childPosition, Quaternion parentRotation, Vector3 parentPosition, Quaternion startParentRotation, Vector3 startParentPosition, Quaternion startChildRotation, Vector3 startChildPosition ) : void | ||
childRotation | Quaternion | |
childPosition | Vector3 | |
parentRotation | Quaternion | |
parentPosition | Vector3 | |
startParentRotation | Quaternion | |
startParentPosition | Vector3 | |
startChildRotation | Quaternion | |
startChildPosition | Vector3 | |
리턴 | void |
public static VectorsToTransform ( GameObject &gameObjectInOut, Vector3 positionVector, Vector3 directionVector, Vector3 normalVector ) : void | ||
gameObjectInOut | GameObject | |
positionVector | Vector3 | |
directionVector | Vector3 | |
normalVector | Vector3 | |
리턴 | void |