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Object
Math3D
static public float LookingAtEachOtherAngle<>(
Vector3 lookDirectionA=,
lookDirectionA:Vector3=,
Vector3 lookDirectionB=,
lookDirectionB:Vector3=,
):float static public
static public bool LookingAtEachOther<>(
Vector3 lookDirectionA=,
lookDirectionA:Vector3=,
Vector3 lookDirectionB=,
lookDirectionB:Vector3=,
):bool static public
static public bool FacingSameDirection<>(
Vector3 lookDirectionA=,
lookDirectionA:Vector3=,
Vector3 lookDirectionB=,
lookDirectionB:Vector3=,
):bool static public
static public bool LookingTowards<>(
Vector3 from=,
from:Vector3=,
Vector3 fromDirection=,
fromDirection:Vector3=,
Vector3 to=,
to:Vector3=,
):bool static public
static public Vector4 Lerp<>(
Vector3 w=,
w:Vector3=,
Vector4 x=,
x:Vector4=,
Vector4 y=,
y:Vector4=,
Vector4 z=,
z:Vector4=,
):Vector4 static public
static public Vector3 Lerp<>(
Vector3 w=,
w:Vector3=,
Vector3 x=,
x:Vector3=,
Vector3 y=,
y:Vector3=,
Vector3 z=,
z:Vector3=,
):Vector3 static public
static public Vector2 Lerp<>(
Vector3 w=,
w:Vector3=,
Vector2 x=,
x:Vector2=,
Vector2 y=,
y:Vector2=,
Vector2 z=,
z:Vector2=,
):Vector2 static public
static public float Lerp<>(
Vector3 w=,
w:Vector3=,
float x=,
x:float=,
float y=,
y:float=,
float z=,
z:float=,
):float static public
static public Vector3 Clamp<>(
Vector3 x=,
x:Vector3=,
Vector3 min=,
min:Vector3=,
Vector3 max=,
max:Vector3=,
):Vector3 static public
static public Vector3 ComputeAverage<>(
List<Vector3> points=,
points:List<Vector3>=,
):Vector3 static public
static public Vector3 ComputeAverage<>(
List<T> containers=,
containers:List<T>=,
Func<T,Vector3> getPoint=,
getPoint:Func<T,Vector3>=,
):Vector3 static public
static public Vector4 ComputeAverage<>(
List<Vector4> points=,
points:List<Vector4>=,
):Vector4 static public
static public Vector4 ComputeAverage<>(
List<T> containers=,
containers:List<T>=,
Func<T,Vector4> getPoint=,
getPoint:Func<T,Vector4>=,
):Vector4 static public
static public Transform3D TRS<>(
Vector3 translation=,
translation:Vector3=,
Quaternion rotation=,
rotation:Quaternion=,
Vector3 scale=,
scale:Vector3=,
):Transform3D static public
static public Transform3D TRS<>(
Vector3 translation=,
translation:Vector3=,
Vector3 eulerRotation=,
eulerRotation:Vector3=,
Vector3 scale=,
scale:Vector3=,
):Transform3D static public
static public Transform3D TRS<>(
Vector3 translation=,
translation:Vector3=,
Vector4 rotation=,
rotation:Vector4=,
Vector3 scale=,
scale:Vector3=,
):Transform3D static public
static public Transform3D TRS<>(
Pose pose=,
pose:Pose=,
Vector3 scale=,
scale:Vector3=,
):Transform3D static public
static public Vector4 QuaternionToVector4<>(
Quaternion rotation=,
rotation:Quaternion=,
):Vector4 static public
static public Vector3 Clamp01<>(
Vector3 v=,
v:Vector3=,
):Vector3 static public
static public Vector3 OnCircleXZ<>(
float radians=,
radians:float=,
float size=,
size:float=,
):Vector3 static public
static public Vector3 OnCircleXY<>(
float radians=,
radians:float=,
float size=,
size:float=,
):Vector3 static public
static public Vector3 XYasXZ<>(
Vector2 v=,
v:Vector2=,
):Vector3 static public
static public Vector3 XY<>(
Vector2 v=,
v:Vector2=,
):Vector3 static public
static public float Dot<>(
Vector3 a=,
a:Vector3=,
Vector3 b=,
b:Vector3=,
):float static public
static public Vector3 Cross<>(
Vector3 a=,
a:Vector3=,
Vector3 b=,
b:Vector3=,
):Vector3 static public
static public Vector3 Fract<>(
Vector3 a=,
a:Vector3=,
):Vector3 static public
static public bool IsExactlyZero<>(
Vector3 v=,
v:Vector3=,
):bool static public
static public Vector3 ConstrainLength<>(
Vector3 v=,
v:Vector3=,
float maxLength=,
maxLength:float=,
):Vector3 static public
static public Vector3 ComputeNormalFast<>(
Vector3 a=,
a:Vector3=,
Vector3 b=,
b:Vector3=,
Vector3 c=,
c:Vector3=,
):Vector3 static public
static public Vector3 ComputeNormal<>(
Vector3 a=,
a:Vector3=,
Vector3 b=,
b:Vector3=,
Vector3 c=,
c:Vector3=,
):Vector3 static public
static public Vector3 SmoothStep<>(
Vector3 a=,
a:Vector3=,
Vector3 b=,
b:Vector3=,
Vector3 t=,
t:Vector3=,
):Vector3 static public
static public Vector3 Center<>(
Vector3[] points=,
points:Vector3[]=,
):Vector3 static public
static public Vector3 Center<>(
List<N> points=,
points:List<N>=,
):Vector3 static public
static public Vector3 Center<>(
List<Vector3> points=,
points:List<Vector3>=,
):Vector3 static public
static public Vector3 GetClosest<>(
Vector3 from=,
from:Vector3=,
Vector3[] points=,
points:Vector3[]=,
):Vector3 static public
static public Vector3 GetClosest<>(
Vector3 from=,
from:Vector3=,
List<Vector3> points=,
points:List<Vector3>=,
):Vector3 static public
static public Vector3 LerpUnclamped<>(
Vector3 a=,
a:Vector3=,
Vector3 b=,
b:Vector3=,
float amount=,
amount:float=,
):Vector3 static public
static public Vector3 LerpClamped<>(
Vector3 a=,
a:Vector3=,
Vector3 b=,
b:Vector3=,
float amount=,
amount:float=,
):Vector3 static public
static public Vector3 GetMin<>(
List<T> data=,
data:List<T>=,
Func<T,Vector3> getPosition=,
getPosition:Func<T,Vector3>=,
):Vector3 static public
static public Vector3 GetMax<>(
List<T> data=,
data:List<T>=,
Func<T,Vector3> getPosition=,
getPosition:Func<T,Vector3>=,
):Vector3 static public
static public float MaxDimension<>(
Vector3 v=,
v:Vector3=,
):float static public
static public float MinDimension<>(
Vector3 v=,
v:Vector3=,
):float static public
static public Vector3 MinGlobalPosition<>(
Node3D a=,
a:Node3D=,
Node3D b=,
b:Node3D=,
):Vector3 static public
static public Vector3 MaxGlobalPosition<>(
Node3D a=,
a:Node3D=,
Node3D b=,
b:Node3D=,
):Vector3 static public
static public Vector3 MinLocalPosition<>(
Node3D a=,
a:Node3D=,
Node3D b=,
b:Node3D=,
):Vector3 static public
static public Vector3 MaxLocalPosition<>(
Node3D a=,
a:Node3D=,
Node3D b=,
b:Node3D=,
):Vector3 static public
static public Vector3 SnapRounded<>(
Vector3 v=,
v:Vector3=,
Vector3 snapping=,
snapping:Vector3=,
):Vector3 static public
static public Vector3 SnapRoundedXZ<>(
Vector3 v=,
v:Vector3=,
float snapX=,
snapX:float=,
float snapZ=,
snapZ:float=,
):Vector3 static public
static public Vector3 SnapCeiled<>(
Vector3 v=,
v:Vector3=,
Vector3 snapping=,
snapping:Vector3=,
):Vector3 static public
static public Vector3 SnapFloored<>(
Vector3 v=,
v:Vector3=,
Vector3 snapping=,
snapping:Vector3=,
):Vector3 static public
static public Vector3I RoundToInt<>(
Vector3 v=,
v:Vector3=,
):Vector3I static public
static public Vector3I FloorToInt<>(
Vector3 v=,
v:Vector3=,
):Vector3I static public
static public Vector3I CeilToInt<>(
Vector3 v=,
v:Vector3=,
):Vector3I static public
static public Vector2 XY<>(
Vector3 v=,
v:Vector3=,
):Vector2 static public
static public Vector2 YX<>(
Vector3 v=,
v:Vector3=,
):Vector2 static public
static public Vector2 XZ<>(
Vector3 v=,
v:Vector3=,
):Vector2 static public
static public Vector2 ZX<>(
Vector3 v=,
v:Vector3=,
):Vector2 static public
static public Vector2 YZ<>(
Vector3 v=,
v:Vector3=,
):Vector2 static public
static public Vector2 ZY<>(
Vector3 v=,
v:Vector3=,
):Vector2 static public
static public Vector3 ZeroY<>(
Vector3 v=,
v:Vector3=,
):Vector3 static public
static public Vector3 SetY<>(
Vector3 v=,
v:Vector3=,
float y=,
y:float=,
):Vector3 static public
static public Basis AlignUp<>(
Basis basis=,
basis:Basis=,
Vector3 upDirection=,
upDirection:Vector3=,
):Basis static public
static public Quaternion AlignUp<>(
Quaternion rotation=,
rotation:Quaternion=,
Vector3 upDirection=,
upDirection:Vector3=,
):Quaternion static public
static public Quaternion AlignUp<>(
Vector3 upDirection=,
upDirection:Vector3=,
Nullable<Quaternion> q=,
q:Nullable<Quaternion>=,
):Quaternion static public
static public Quaternion AlignUpFromDirections<>(
Vector3 upFrom=,
upFrom:Vector3=,
Vector3 upTo=,
upTo:Vector3=,
):Quaternion static public
static public float AngleXY<>(
Vector3 direction=,
direction:Vector3=,
):float static public
static public float AngleXZ<>(
Vector3 direction=,
direction:Vector3=,
):float static public
static public Vector3 NormalAngle<>(
float angle=,
angle:float=,
):Vector3 static public
static public Vector3 Lerp<>(
Vector3 a=,
a:Vector3=,
Vector3 b=,
b:Vector3=,
float lerp=,
lerp:float=,
):Vector3 static public
static public Vector3 LerpGlobalPosition<>(
Node3D a=,
a:Node3D=,
Node3D b=,
b:Node3D=,
float lerp=,
lerp:float=,
):Vector3 static public
static public Quaternion LookRotation<>(
Vector3 direction=,
direction:Vector3=,
bool useModelFront=,
useModelFront:bool=,
):Quaternion static public
static public Quaternion LookRotation<>(
Vector3 direction=,
direction:Vector3=,
Vector3 up=,
up:Vector3=,
bool useModelFront=,
useModelFront:bool=,
):Quaternion static public
static public Vector3 LerpComponents<>(
Vector3 a=,
a:Vector3=,
Vector3 b=,
b:Vector3=,
Vector3 t=,
t:Vector3=,
):Vector3 static public
static public Vector4 AsVector4<>(
Quaternion q=,
q:Quaternion=,
):Vector4 static public
static public Quaternion FromEulerDegrees<>(
Vector3 eulerYXZ=,
eulerYXZ:Vector3=,
):Quaternion static public
static public Quaternion RotateX<>(
float radians=,
radians:float=,
):Quaternion static public
static public Quaternion RotateXDegrees<>(
float degrees=,
degrees:float=,
):Quaternion static public
static public Quaternion RotateY<>(
float radians=,
radians:float=,
):Quaternion static public
static public Quaternion RotateYDegrees<>(
float degrees=,
degrees:float=,
):Quaternion static public
static public Quaternion RotateZ<>(
float radians=,
radians:float=,
):Quaternion static public
static public Quaternion RotateZDegrees<>(
float degrees=,
degrees:float=,
):Quaternion static public
static public Quaternion YawPitchRotation<>(
float yaw=,
yaw:float=,
float pitch=,
pitch:float=,
):Quaternion static public
static public float GlobalYaw<>(
Vector3 direction=,
direction:Vector3=,
):float static public
static public float GlobalYawDegrees<>(
Vector3 direction=,
direction:Vector3=,
):float static public
static public float GlobalPitch<>(
Vector3 direction=,
direction:Vector3=,
):float static public
static public float GlobalPitchDegrees<>(
Vector3 direction=,
direction:Vector3=,
):float static public
static public Void SetGlobalRotationTo<>(
Node3D node=,
node:Node3D=,
Quaternion quaternion=,
quaternion:Quaternion=,
):Void static public
static public bool IsZero<>(
Quaternion q=,
q:Quaternion=,
):bool static public
static public bool IsZero<>(
Vector3 v=,
v:Vector3=,
):bool static public
static public bool IsValid<>(
Quaternion q=,
q:Quaternion=,
):bool static public
static public bool IsValid<>(
Vector3 v=,
v:Vector3=,
):bool static public
static public Quaternion GetNormalized<>(
Quaternion q=,
q:Quaternion=,
):Quaternion static public
static public Quaternion GetDifference<>(
Quaternion q=,
q:Quaternion=,
Quaternion other=,
other:Quaternion=,
):Quaternion static public
static public Quaternion GetQuaternionDifference<>(
Quaternion a=,
a:Quaternion=,
Quaternion b=,
b:Quaternion=,
):Quaternion static public
static public Quaternion GetQuaternionFraction<>(
Quaternion q=,
q:Quaternion=,
float fraction=,
fraction:float=,
):Quaternion static public
static public Vector3 GetGlobalScale<>(
Node3D node=,
node:Node3D=,
):Vector3 static public
static public float GetGlobalUniScale<>(
Node3D node=,
node:Node3D=,
):float static public
static public Vector3 GetYPlaneForward<>(
Node3D node=,
node:Node3D=,
):Vector3 static public
static public Vector3 GetYPlaneRight<>(
Node3D node=,
node:Node3D=,
):Vector3 static public
static public Vector3 Average<>(
List<Vector3> vectors=,
vectors:List<Vector3>=,
):Vector3 static public
static public Vector3 BlendNormals<>(
Vector3 a=,
a:Vector3=,
Vector3 b=,
b:Vector3=,
float amount=,
amount:float=,
):Vector3 static public
static public Box3 ToBox3<>(
Aabb aabb=,
aabb:Aabb=,
):Box3 static public












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© ROKOROJI ® 2021 rokojori.com
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