C# Class UnityEditor.MathUtils

显示文件 Open project: CarlosHBC/UnityDecompiled

Public Methods

Method Description
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

Private Methods

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

Method Details

ClosestPtRaySphere() public static method

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
return bool

ClosestPtSegmentRay() public static method

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
return Vector3

Ease() public static method

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

GetQuatConjugate() public static method

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

GetQuatExp() public static method

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

GetQuatLength() public static method

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

GetQuatLog() public static method

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

GetQuatSquad() public static method

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
return UnityEngine.Quaternion

GetSquadIntermediate() public static method

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

IntersectRaySphere() public static method

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
return bool

IntersectRayTriangle() public static method

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
return object

OrthogonalizeMatrix() public static method

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

QuaternionFromMatrix() public static method

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

QuaternionNormalize() public static method

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

Slerp() public static method

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