C# 클래스 WaterBuoyancy.MathfUtils

파일 보기 프로젝트 열기: dbrizov/Unity-WaterBuoyancy 1 사용 예제들

공개 메소드들

메소드 설명
CalculateArea_Triangle ( Vector3 triangle ) : float
CalculateArea_Triangle ( Vector3 p1, Vector3 p2, Vector3 p3 ) : float
CalculateVolume_Mesh ( Mesh mesh, Transform trans ) : float
CalculateVolume_Tetrahedron ( Vector3 tetrahedron ) : float
CalculateVolume_Tetrahedron ( Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4 ) : float
GetAverageValue ( ) : float
GetAveratePoint ( ) : Vector3
IsPointInsideTriangle ( Vector3 point, Vector3 triangle ) : bool
IsPointInsideTriangle ( Vector3 point, Vector3 tp1, Vector3 tp2, Vector3 tp3 ) : bool
IsPointInsideTriangle ( Vector3 point, Vector3 tp1, Vector3 tp2, Vector3 tp3, bool ignoreX, bool ignoreY, bool ignoreZ ) : bool
IsPointInsideTriangle ( Vector3 point, Vector3 triangle, bool ignoreX, bool ignoreY, bool ignoreZ ) : bool

메소드 상세

CalculateArea_Triangle() 공개 정적인 메소드

public static CalculateArea_Triangle ( Vector3 triangle ) : float
triangle UnityEngine.Vector3
리턴 float

CalculateArea_Triangle() 공개 정적인 메소드

public static CalculateArea_Triangle ( Vector3 p1, Vector3 p2, Vector3 p3 ) : float
p1 UnityEngine.Vector3
p2 UnityEngine.Vector3
p3 UnityEngine.Vector3
리턴 float

CalculateVolume_Mesh() 공개 정적인 메소드

public static CalculateVolume_Mesh ( Mesh mesh, Transform trans ) : float
mesh UnityEngine.Mesh
trans UnityEngine.Transform
리턴 float

CalculateVolume_Tetrahedron() 공개 정적인 메소드

public static CalculateVolume_Tetrahedron ( Vector3 tetrahedron ) : float
tetrahedron UnityEngine.Vector3
리턴 float

CalculateVolume_Tetrahedron() 공개 정적인 메소드

public static CalculateVolume_Tetrahedron ( Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4 ) : float
p1 UnityEngine.Vector3
p2 UnityEngine.Vector3
p3 UnityEngine.Vector3
p4 UnityEngine.Vector3
리턴 float

GetAverageValue() 공개 정적인 메소드

public static GetAverageValue ( ) : float
리턴 float

GetAveratePoint() 공개 정적인 메소드

public static GetAveratePoint ( ) : Vector3
리턴 UnityEngine.Vector3

IsPointInsideTriangle() 공개 정적인 메소드

public static IsPointInsideTriangle ( Vector3 point, Vector3 triangle ) : bool
point UnityEngine.Vector3
triangle UnityEngine.Vector3
리턴 bool

IsPointInsideTriangle() 공개 정적인 메소드

public static IsPointInsideTriangle ( Vector3 point, Vector3 tp1, Vector3 tp2, Vector3 tp3 ) : bool
point UnityEngine.Vector3
tp1 UnityEngine.Vector3
tp2 UnityEngine.Vector3
tp3 UnityEngine.Vector3
리턴 bool

IsPointInsideTriangle() 공개 정적인 메소드

public static IsPointInsideTriangle ( Vector3 point, Vector3 tp1, Vector3 tp2, Vector3 tp3, bool ignoreX, bool ignoreY, bool ignoreZ ) : bool
point UnityEngine.Vector3
tp1 UnityEngine.Vector3
tp2 UnityEngine.Vector3
tp3 UnityEngine.Vector3
ignoreX bool
ignoreY bool
ignoreZ bool
리턴 bool

IsPointInsideTriangle() 공개 정적인 메소드

public static IsPointInsideTriangle ( Vector3 point, Vector3 triangle, bool ignoreX, bool ignoreY, bool ignoreZ ) : bool
point UnityEngine.Vector3
triangle UnityEngine.Vector3
ignoreX bool
ignoreY bool
ignoreZ bool
리턴 bool