C# 클래스 UnityEditor.MathUtils

파일 보기 프로젝트 열기: CarlosHBC/UnityDecompiled

공개 메소드들

메소드 설명
ClosestPtRaySphere ( Ray ray, Vector3 sphereOrigin, float sphereRadius, float &t, Vector3 &q ) : bool
ClosestPtSegmentRay ( Vector3 p1, Vector3 q1, Ray ray, float &squaredDist, float &s, Vector3 &closestRay ) : Vector3
Ease ( float t, float k1, float k2 ) : float
GetQuatConjugate ( Quaternion q ) : Quaternion
GetQuatExp ( Quaternion q ) : Quaternion
GetQuatLength ( Quaternion q ) : float
GetQuatLog ( Quaternion q ) : Quaternion
GetQuatSquad ( float t, Quaternion q0, Quaternion q1, Quaternion a0, Quaternion a1 ) : Quaternion
GetSquadIntermediate ( Quaternion q0, Quaternion q1, Quaternion q2 ) : Quaternion
IntersectRaySphere ( Ray ray, Vector3 sphereOrigin, float sphereRadius, float &t, Vector3 &q ) : bool
IntersectRayTriangle ( Ray ray, Vector3 v0, Vector3 v1, Vector3 v2, bool bidirectional ) : object
OrthogonalizeMatrix ( Matrix4x4 m ) : Matrix4x4
QuaternionFromMatrix ( Matrix4x4 m ) : Quaternion
QuaternionNormalize ( Quaternion &q ) : void
Slerp ( Quaternion p, Quaternion q, float t ) : Quaternion

비공개 메소드들

메소드 설명
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

메소드 상세

ClosestPtRaySphere() 공개 정적인 메소드

public static ClosestPtRaySphere ( Ray ray, Vector3 sphereOrigin, float sphereRadius, float &t, Vector3 &q ) : bool
ray UnityEngine.Ray
sphereOrigin Vector3
sphereRadius float
t float
q Vector3
리턴 bool

ClosestPtSegmentRay() 공개 정적인 메소드

public static ClosestPtSegmentRay ( Vector3 p1, Vector3 q1, Ray ray, float &squaredDist, float &s, Vector3 &closestRay ) : Vector3
p1 Vector3
q1 Vector3
ray UnityEngine.Ray
squaredDist float
s float
closestRay Vector3
리턴 Vector3

Ease() 공개 정적인 메소드

public static Ease ( float t, float k1, float k2 ) : float
t float
k1 float
k2 float
리턴 float

GetQuatConjugate() 공개 정적인 메소드

public static GetQuatConjugate ( Quaternion q ) : Quaternion
q UnityEngine.Quaternion
리턴 UnityEngine.Quaternion

GetQuatExp() 공개 정적인 메소드

public static GetQuatExp ( Quaternion q ) : Quaternion
q UnityEngine.Quaternion
리턴 UnityEngine.Quaternion

GetQuatLength() 공개 정적인 메소드

public static GetQuatLength ( Quaternion q ) : float
q UnityEngine.Quaternion
리턴 float

GetQuatLog() 공개 정적인 메소드

public static GetQuatLog ( Quaternion q ) : Quaternion
q UnityEngine.Quaternion
리턴 UnityEngine.Quaternion

GetQuatSquad() 공개 정적인 메소드

public static GetQuatSquad ( float t, Quaternion q0, Quaternion q1, Quaternion a0, Quaternion a1 ) : Quaternion
t float
q0 UnityEngine.Quaternion
q1 UnityEngine.Quaternion
a0 UnityEngine.Quaternion
a1 UnityEngine.Quaternion
리턴 UnityEngine.Quaternion

GetSquadIntermediate() 공개 정적인 메소드

public static GetSquadIntermediate ( Quaternion q0, Quaternion q1, Quaternion q2 ) : Quaternion
q0 UnityEngine.Quaternion
q1 UnityEngine.Quaternion
q2 UnityEngine.Quaternion
리턴 UnityEngine.Quaternion

IntersectRaySphere() 공개 정적인 메소드

public static IntersectRaySphere ( Ray ray, Vector3 sphereOrigin, float sphereRadius, float &t, Vector3 &q ) : bool
ray UnityEngine.Ray
sphereOrigin Vector3
sphereRadius float
t float
q Vector3
리턴 bool

IntersectRayTriangle() 공개 정적인 메소드

public static IntersectRayTriangle ( Ray ray, Vector3 v0, Vector3 v1, Vector3 v2, bool bidirectional ) : object
ray UnityEngine.Ray
v0 Vector3
v1 Vector3
v2 Vector3
bidirectional bool
리턴 object

OrthogonalizeMatrix() 공개 정적인 메소드

public static OrthogonalizeMatrix ( Matrix4x4 m ) : Matrix4x4
m UnityEngine.Matrix4x4
리턴 UnityEngine.Matrix4x4

QuaternionFromMatrix() 공개 정적인 메소드

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

QuaternionNormalize() 공개 정적인 메소드

public static QuaternionNormalize ( Quaternion &q ) : void
q UnityEngine.Quaternion
리턴 void

Slerp() 공개 정적인 메소드

public static Slerp ( Quaternion p, Quaternion q, float t ) : Quaternion
p UnityEngine.Quaternion
q UnityEngine.Quaternion
t float
리턴 UnityEngine.Quaternion