DayZ 1.24
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This is the complete list of members for Math3D, including all inherited members.
AngleFromPosition(vector origin, vector originDir, vector target) | Math3D | privatestatic |
CheckBoundBox(vector mins1, vector maxs1, vector mins2, vector maxs2) | Math3D | privatestatic |
ClipLine(vector start, vector end, vector norm, float d) | Math3D | privatestatic |
ConePoints(vector origin, float length, float halfAngle, float angleOffset, out vector leftPoint, out vector rightPoint) | Math3D | privatestatic |
Curve(ECurveType type, float param, notnull array< vector > points) | Math3D | privatestatic |
DirectionAndUpMatrix(vector dir, vector up, out vector mat[4]) | Math3D | privatestatic |
GetRandomDir() | Math3D | inlineprivatestatic |
IntersectCylinderOBB(vector mins, vector maxs, vector obbMat[4], vector cylMat[4], float cylinderRadius, float cylinderHeight) | Math3D | privatestatic |
IntersectRayBox(vector start, vector end, vector mins, vector maxs) | Math3D | privatestatic |
IntersectRayCylinder(vector rayStart, vector rayEnd, vector center, float radius, float height) | Math3D | privatestatic |
IntersectRaySphere(vector raybase, vector raycos, vector center, float radius) | Math3D | privatestatic |
IntersectSphereBox(vector origin, float radius, vector mins, vector maxs) | Math3D | privatestatic |
IntersectSphereCone(vector origin, float radius, vector conepos, vector axis, float angle) | Math3D | privatestatic |
IntersectWholeSphereCone(vector origin, float radius, vector conepos, vector axis, float angle) | Math3D | privatestatic |
Math3D() | Math3D | inlineprivate |
MatrixIdentity3(out vector mat[3]) | Math3D | inlineprivatestatic |
MatrixIdentity4(out vector mat[4]) | Math3D | inlineprivatestatic |
MatrixInvMultiply3(vector mat0[3], vector mat1[3], out vector res[3]) | Math3D | privatestatic |
MatrixInvMultiply4(vector mat0[4], vector mat1[4], out vector res[4]) | Math3D | privatestatic |
MatrixMultiply3(vector mat0[3], vector mat1[3], out vector res[3]) | Math3D | privatestatic |
MatrixMultiply4(vector mat0[4], vector mat1[4], out vector res[4]) | Math3D | privatestatic |
MatrixOrthogonalize3(vector mat[3]) | Math3D | privatestatic |
MatrixOrthogonalize4(vector mat[4]) | Math3D | privatestatic |
MatrixToAngles(vector mat[3]) | Math3D | privatestatic |
MatrixToQuat(vector mat[3], out float d[4]) | Math3D | privatestatic |
NearestPoint(vector beg, vector end, vector pos) | Math3D | privatestatic |
QuatCopy(float s[4], out float d[4]) | Math3D | inlineprivatestatic |
QuatIdentity(out float q[4]) | Math3D | inlineprivatestatic |
QuatLerp(out float qout[4], float q1[4], float q2[4], float frac) | Math3D | privatestatic |
QuatMultiply(out float qout[4], float q1[4], float q2[4]) | Math3D | privatestatic |
QuatToAngles(float q[4]) | Math3D | privatestatic |
QuatToMatrix(float q[4], out vector mat[3]) | Math3D | privatestatic |
ScaleMatrix(float scale, out vector mat[3]) | Math3D | inlineprivatestatic |
YawPitchRollMatrix(vector ang, out vector mat[3]) | Math3D | privatestatic |
~Math3D() | Math3D | inlineprivate |