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Math3D.c
Go to the documentation of this file.
1
/*
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===========================================
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Do not modify, this script is generated
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===========================================
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*/
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11
12
sealed
class
Math3D
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{
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private
void
Math3D();
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private
void
~Math3D();
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static
proto
float
IntersectionRayBox(
vector
start,
vector
end,
vector
mins,
vector
maxs);
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static
proto
float
IntersectionRaySphere(
vector
raybase,
vector
raycos,
vector
center,
float
radius);
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static
proto
bool
IntersectionSphereCone(
vector
origin,
float
radius,
vector
conepos,
vector
axis,
float
angle);
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static
proto
bool
IntersectionWholeSphereCone(
vector
origin,
float
radius,
vector
conepos,
vector
axis,
float
angle);
55
static
proto
bool
IntersectionPointCylinder(
vector
origin,
vector
cylinderTip,
vector
cylinderAxis,
float
cylinderRadius);
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static
proto
bool
IntersectionSphereAABB(
vector
origin,
float
radius,
vector
mins,
vector
maxs);
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static
proto
bool
IntersectionBoxBox(
vector
mins1,
vector
maxs1,
vector
mins2,
vector
maxs2);
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static
proto
void
DirectionAndUpMatrix(
vector
dir,
vector
up, out
vector
mat[]);
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static
proto
void
MatrixMultiply3(
vector
mat0[3],
vector
mat1[3], out
vector
res[3]);
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static
proto
void
MatrixMultiply4(
vector
mat0[4],
vector
mat1[4], out
vector
res[4]);
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static
proto
void
MatrixGetInverse3(
vector
mat[3], out
vector
res[3]);
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static
proto
void
MatrixGetInverse4(
vector
mat[4], out
vector
res[4]);
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static
proto
void
MatrixInvMultiply3(
vector
mat0[3],
vector
mat1[3], out
vector
res[3]);
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static
proto
void
MatrixInvMultiply4(
vector
mat0[4],
vector
mat1[4], out
vector
res[4]);
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static
proto
void
MatrixToQuat(
vector
mat[3], out
float
d[4]);
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static
proto
vector
MatrixToAngles(
vector
mat[3]);
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static
proto
float
MatrixToAnglesAndScale(
vector
mat[3], out
vector
angles
);
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static
proto
void
MatrixFromForwardVec(
vector
forwardVec, out
vector
mat[3]);
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static
proto
void
MatrixFromUpVec(
vector
upVec, out
vector
mat[3]);
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static
proto
void
AnglesToMatrix(
vector
ang, out
vector
mat[3]);
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static
proto
void
MatrixIdentity4(out
vector
mat[4]);
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static
proto
void
MatrixIdentity3(out
vector
mat[3]);
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static
proto
void
MatrixCopy(
vector
matSrc[], out
vector
matDst[]);
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static
proto
void
MatrixNormalize(
vector
mat[]);
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static
proto
void
MatrixScale(
vector
mat[],
float
scale
);
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static
proto
void
QuatIdentity(out
float
q[4]);
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static
proto
void
QuatCopy(
float
s[4], out
float
d[4]);
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static
proto
void
QuatToMatrix(
float
q[4], out
vector
mat[3]);
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static
proto
float
QuatNormalize(out
float
quat[4]);
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static
proto
void
QuatLerp(out
float
qout[4],
float
q1[4],
float
q2[4],
float
frac);
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static
proto
void
QuatMultiply(out
float
qout[4],
float
q1[4],
float
q2[4]);
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static
proto
float
QuatAngle(
float
q1[4],
float
q2[4]);
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static
proto
float
QuatDot(
float
q1[4],
float
q2[4]);
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static
proto
void
QuatRotateTowards(out
float
qout[4],
float
q1[4],
float
q2[4],
float
maxDegreesDelta);
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static
proto
float
QuatNorm(
float
quat[4]);
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static
proto
float
QuatLength(
float
quat[4]);
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static
proto
void
QuatInverse(out
float
qout[4],
float
q[4]);
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static
proto
void
QuatScale(out
float
qout[4],
float
scale
);
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static
proto
void
QuatConjugate(out
float
qout[4],
float
q[4]);
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static
proto
vector
QuatToAngles(
float
q[4]);
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[
Obsolete
(
"Use CurveFloat/LegacyCurve.Curve instead"
)]
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static
proto
vector
Curve(
ECurveType
type
,
float
param, notnull array<vector> points, array<float> knots = null);
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[
Obsolete
(
"Use CurveVector/CurveColor/LegacyCurve.Curve3 instead"
)]
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static
proto
vector
Curve3(
ECurveType
type
,
float
param, notnull array<float> points,
int
curveIndex, array<float> knots = null);
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static
proto
void
TessellateBezierSpline(array<vector> points, array<vector> segmentPoints,
float
maxDistance,
int
maxPointsPerSegment, array<vector> outPoints);
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static
proto
void
TessellateHermiteSpline(array<vector> points, array<vector> tangents,
float
maxDistance,
int
maxPointsPerSegment, array<vector> outPoints);
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static
proto
int
PolyToTriangles(
vector
in[],
int
num, out
int
indices[]);
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static
proto
float
PointLineSegmentDistanceSqr(
vector
point,
vector
v0,
vector
v1);
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static
proto
float
PointLineSegmentDistance(
vector
point,
vector
v0,
vector
v1);
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static
proto
float
PointLineDistance(
vector
point,
vector
pointOnLine,
vector
dirVector);
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static
proto
bool
IntersectionLineSegments(
vector
p11,
vector
p12,
vector
p21,
vector
p22);
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}
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scale
vector scale
Definition
BlenderEndpoints.c:50
angles
ref array< string > angles
Definition
PrefabImporter.c:22
type
EDamageType type
Definition
SCR_DestructibleTreeV2.c:32
vector
Definition
vector.c:13
Obsolete
typedef Obsolete
Definition
HelicopterAutopilotHelperComponent.c:16
ECurveType
ECurveType
Definition
ECurveType.c:13
scripts
Core
generated
Math
Math3D.c
Generated by
1.17.0