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static Vector3 | Average (IList< Vector3 > points) |
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static Bounds | BoundingBox (IList< Vector3 > points) |
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static float | Angle (Vector3 a, Vector3 b) |
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static float | AngleSigned (Vector3 a, Vector3 b, Vector3 normal) |
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static Vector3 | RotateAround (Vector3 point, Vector3 origin, Quaternion rotation) |
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static Vector3 | NormalizedDirection (Vector3 start, Vector3 end) |
| Calculate the normalized direction from start towards end. More...
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static bool | Approximately (Vector3 v1, Vector3 v2) |
| Return true if v1 and v2 are equal, or different but very close. TODO: Better implementation More...
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◆ Angle()
static float Megapop.MegaCore.Math3D.Angle |
( |
Vector3 |
a, |
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Vector3 |
b |
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) |
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inlinestatic |
◆ AngleSigned()
static float Megapop.MegaCore.Math3D.AngleSigned |
( |
Vector3 |
a, |
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Vector3 |
b, |
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Vector3 |
normal |
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) |
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inlinestatic |
◆ Approximately()
static bool Megapop.MegaCore.Math3D.Approximately |
( |
Vector3 |
v1, |
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Vector3 |
v2 |
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) |
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inlinestatic |
Return true if v1 and v2 are equal, or different but very close. TODO: Better implementation
◆ Average()
static Vector3 Megapop.MegaCore.Math3D.Average |
( |
IList< Vector3 > |
points | ) |
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inlinestatic |
◆ BoundingBox()
static Bounds Megapop.MegaCore.Math3D.BoundingBox |
( |
IList< Vector3 > |
points | ) |
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inlinestatic |
◆ NormalizedDirection()
static Vector3 Megapop.MegaCore.Math3D.NormalizedDirection |
( |
Vector3 |
start, |
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Vector3 |
end |
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) |
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inlinestatic |
Calculate the normalized direction from start towards end.
◆ RotateAround()
static Vector3 Megapop.MegaCore.Math3D.RotateAround |
( |
Vector3 |
point, |
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Vector3 |
origin, |
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Quaternion |
rotation |
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) |
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inlinestatic |
The documentation for this class was generated from the following file:
- source/com.megapop.megacore/package/Runtime/Math/Math3D.cs