C# 클래스 Math3d

상속: MonoBehaviour
파일 보기 프로젝트 열기: LelandLL/slicer 1 사용 예제들

공개 메소드들

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

비공개 메소드들

메소드 설명
RotDiffToSpeedVec ( Quaternion rotation, float deltaTime ) : Vector3

메소드 상세

AddRotation() 공개 정적인 메소드

public static AddRotation ( Quaternion A, Quaternion B ) : Quaternion
A Quaternion
B Quaternion
리턴 Quaternion

AddVectorLength() 공개 정적인 메소드

public static AddVectorLength ( Vector3 vector, float size ) : Vector3
vector Vector3
size float
리턴 Vector3

AngleVectorPlane() 공개 정적인 메소드

public static AngleVectorPlane ( Vector3 vector, Vector3 normal ) : float
vector Vector3
normal Vector3
리턴 float

AngularAcceleration() 공개 정적인 메소드

public static AngularAcceleration ( Vector3 &vector, Quaternion rotation, int samples ) : bool
vector Vector3
rotation Quaternion
samples int
리턴 bool

AreLineSegmentsCrossing() 공개 정적인 메소드

public static AreLineSegmentsCrossing ( Vector3 pointA1, Vector3 pointA2, Vector3 pointB1, Vector3 pointB2 ) : bool
pointA1 Vector3
pointA2 Vector3
pointB1 Vector3
pointB2 Vector3
리턴 bool

ClosestPointsOnTwoLines() 공개 정적인 메소드

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

DotProductAngle() 공개 정적인 메소드

public static DotProductAngle ( Vector3 vec1, Vector3 vec2 ) : float
vec1 Vector3
vec2 Vector3
리턴 float

GetForwardVector() 공개 정적인 메소드

public static GetForwardVector ( Quaternion q ) : Vector3
q Quaternion
리턴 Vector3

GetRightVector() 공개 정적인 메소드

public static GetRightVector ( Quaternion q ) : Vector3
q Quaternion
리턴 Vector3

GetUpVector() 공개 정적인 메소드

public static GetUpVector ( Quaternion q ) : Vector3
q Quaternion
리턴 Vector3

Init() 공개 정적인 메소드

public static Init ( ) : void
리턴 void

InverseTransformDirectionMath() 공개 정적인 메소드

public static InverseTransformDirectionMath ( Quaternion rotation, Vector3 vector ) : Vector3
rotation Quaternion
vector Vector3
리턴 Vector3

IsLineInRectangle() 공개 정적인 메소드

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

IsPointInRectangle() 공개 정적인 메소드

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

LineLineIntersection() 공개 정적인 메소드

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

LinePlaneIntersection() 공개 정적인 메소드

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

LinearAcceleration() 공개 정적인 메소드

public static LinearAcceleration ( Vector3 &vector, Vector3 position, int samples ) : bool
vector Vector3
position Vector3
samples int
리턴 bool

LinearFunction2DBasic() 공개 정적인 메소드

public static LinearFunction2DBasic ( float x, float Qx, float Qy ) : float
x float
Qx float
Qy float
리턴 float

LinearFunction2DFull() 공개 정적인 메소드

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

LookRotationExtended() 공개 정적인 메소드

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

MouseDistanceToCircle() 공개 정적인 메소드

public static MouseDistanceToCircle ( Vector3 point, float radius ) : float
point Vector3
radius float
리턴 float

MouseDistanceToLine() 공개 정적인 메소드

public static MouseDistanceToLine ( Vector3 linePoint1, Vector3 linePoint2 ) : float
linePoint1 Vector3
linePoint2 Vector3
리턴 float

PlaneFrom3Points() 공개 정적인 메소드

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

PlanePlaneIntersection() 공개 정적인 메소드

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

PointOnWhichSideOfLineSegment() 공개 정적인 메소드

public static PointOnWhichSideOfLineSegment ( Vector3 linePoint1, Vector3 linePoint2, Vector3 point ) : int
linePoint1 Vector3
linePoint2 Vector3
point Vector3
리턴 int

PositionFromMatrix() 공개 정적인 메소드

public static PositionFromMatrix ( Matrix4x4 m ) : Vector3
m Matrix4x4
리턴 Vector3

PreciseAlign() 공개 정적인 메소드

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

ProjectPointOnLine() 공개 정적인 메소드

public static ProjectPointOnLine ( Vector3 linePoint, Vector3 lineVec, Vector3 point ) : Vector3
linePoint Vector3
lineVec Vector3
point Vector3
리턴 Vector3

ProjectPointOnLineSegment() 공개 정적인 메소드

public static ProjectPointOnLineSegment ( Vector3 linePoint1, Vector3 linePoint2, Vector3 point ) : Vector3
linePoint1 Vector3
linePoint2 Vector3
point Vector3
리턴 Vector3

ProjectPointOnPlane() 공개 정적인 메소드

public static ProjectPointOnPlane ( Vector3 planeNormal, Vector3 planePoint, Vector3 point ) : Vector3
planeNormal Vector3
planePoint Vector3
point Vector3
리턴 Vector3

ProjectVectorOnPlane() 공개 정적인 메소드

public static ProjectVectorOnPlane ( Vector3 planeNormal, Vector3 vector ) : Vector3
planeNormal Vector3
vector Vector3
리턴 Vector3

QuaternionFromMatrix() 공개 정적인 메소드

public static QuaternionFromMatrix ( Matrix4x4 m ) : Quaternion
m Matrix4x4
리턴 Quaternion

RotateVectorFromTo() 공개 정적인 메소드

public static RotateVectorFromTo ( Quaternion from, Quaternion to, Vector3 vector ) : Vector3
from Quaternion
to Quaternion
vector Vector3
리턴 Vector3

SetVectorLength() 공개 정적인 메소드

public static SetVectorLength ( Vector3 vector, float size ) : Vector3
vector Vector3
size float
리턴 Vector3

SignedDistancePlanePoint() 공개 정적인 메소드

public static SignedDistancePlanePoint ( Vector3 planeNormal, Vector3 planePoint, Vector3 point ) : float
planeNormal Vector3
planePoint Vector3
point Vector3
리턴 float

SignedDotProduct() 공개 정적인 메소드

public static SignedDotProduct ( Vector3 vectorA, Vector3 vectorB, Vector3 normal ) : float
vectorA Vector3
vectorB Vector3
normal Vector3
리턴 float

SignedVectorAngle() 공개 정적인 메소드

public static SignedVectorAngle ( Vector3 referenceVector, Vector3 otherVector, Vector3 normal ) : float
referenceVector Vector3
otherVector Vector3
normal Vector3
리턴 float

SubtractRotation() 공개 정적인 메소드

public static SubtractRotation ( Quaternion B, Quaternion A ) : Quaternion
B Quaternion
A Quaternion
리턴 Quaternion

TransformDirectionMath() 공개 정적인 메소드

public static TransformDirectionMath ( Quaternion rotation, Vector3 vector ) : Vector3
rotation Quaternion
vector Vector3
리턴 Vector3

TransformWithParent() 공개 정적인 메소드

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

VectorsToTransform() 공개 정적인 메소드

public static VectorsToTransform ( GameObject &gameObjectInOut, Vector3 positionVector, Vector3 directionVector, Vector3 normalVector ) : void
gameObjectInOut GameObject
positionVector Vector3
directionVector Vector3
normalVector Vector3
리턴 void