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| cVec3 (const float S) |
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| cVec3 (const float X, const float Y, const float Z) |
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| cVec3 (const cVec2 &XY, const float Z) |
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| cVec3 (const dVec3 &v) |
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| cVec3 (const cVec3 &v) |
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void | Copy (const float *Src) |
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void | SetZero () |
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void | SetOne () |
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void | SetRandRange1 () |
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void | Set (const float S) |
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void | Set (const float X, const float Y, const float Z) |
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void | Set (const cVec2 &XY, const float Z) |
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float & | operator[] (const int Index) |
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float | operator[] (const int Index) const |
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const cVec3 | operator- () const |
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cVec3 & | operator+= (const cVec3 &) |
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cVec3 & | operator-= (const cVec3 &) |
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cVec3 & | operator*= (const cVec3 &) |
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cVec3 & | operator*= (const float) |
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cVec3 & | operator/= (const cVec3 &) |
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cVec3 & | operator/= (const float) |
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void | TransformCoordinate (const cMat4 &) |
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void | TransformNormal (const cMat4 &) |
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void | TransformNormalTransposed (const cMat4 &) |
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void | Transform (const cMat3 &) |
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cVec3 & | operator*= (const cMat3 &) |
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void | Rotate (const cQuat &) |
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void | operator*= (const cQuat &) |
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void | Rotate (const cRotation &) |
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void | operator*= (const cRotation &) |
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const cVec3 & | operator= (const cVec4 &) |
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float | distance (const cVec3 &u) const |
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float | distanceSq (const cVec3 &u) const |
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float | dot (const cVec3 &u) const |
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void | cross (const cVec3 &u, const cVec3 &v) |
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void | Clear (void *=0) |
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void | AddWithWeight (cVec3 const &src, float weight) |
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void | SetPosition (float aX, float aY, float aZ) |
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const float * | GetPosition () const |
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const cVec3 | operator+ (const cVec3 &) const |
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const cVec3 | operator- (const cVec3 &) const |
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const cVec3 | operator* (const cVec3 &) const |
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const cVec3 | operator* (const float) const |
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const cVec3 | operator/ (const cVec3 &) const |
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const cVec3 | operator/ (const float) const |
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const cVec3 | operator* (const cMat3 &) const |
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const cVec3 | operator* (const cQuat &) const |
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const cVec3 | operator* (const cRotation &) const |
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bool | operator== (const cVec3 &) const |
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bool | operator!= (const cVec3 &) const |
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float | Length () const |
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float | Length2 () const |
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float | LengthSq () const |
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float | LengthM () const |
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float | Normalize () |
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float | Normalize2 () |
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float | NormalizeSafe (const cVec3 &Fallback=cVec3::AxisZ) |
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bool | FixDegenerateNormal () |
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bool | FixDenormals () |
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bool | IsValid () const |
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bool | IsNormalized (float Eps=cMath::Epsilon) const |
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bool | IsZero (float Eps=cMath::Epsilon) const |
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void | Round () |
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void | SetCross (const cVec3 &, const cVec3 &) |
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float | Distance (const cVec3 &) const |
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float | Distance2 (const cVec3 &) const |
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float | Dot (const cVec3 &) const |
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void | Truncate (const float MaxLen) |
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float | TriProjectionSolidAngle (const cVec3 &a, const cVec3 &b, const cVec3 &c) const |
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int | GetDimension () const |
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const float * | ToFloatPtr () const |
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float * | ToFloatPtr () |
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const cVec2 & | ToVec2 () const |
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cVec2 & | ToVec2 () |
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const cStr | ToString (const int Prec=2) const |
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const std::string | __repr__ () const |
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const cAngles | ToAngles () const |
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cVec3 | GetOrthonormal () const |
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std::pair< cVec3, cVec3 > | GetOrthonormalPair () const |
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void | MakeOrthonormalTo (const cVec3 &vec) |
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void | ToPolarXZ (float *Radius, float *Angle) const |
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float | ToBaryCentric (const cVec3 &t0, const cVec3 &t1, const cVec3 &t2, float &f, float &g) const |
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const cVec3 | ToNormal () const |
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void | ToPerps (cVec3 &X, cVec3 &Y) const |
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const cVec3 | ToPerp () const |
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std::tuple< float, float, float > | __getstate__ () |
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void | __setstate__ (const std::tuple< float, float, float > &state) |
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static const cVec3 | Transform (const cVec3 &, const cMat3 &) |
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static const cVec4 | Transform (const cVec3 &, const cMat4 &) |
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static const cVec3 | TransformCoordinate (const cVec3 &, const cMat4 &) |
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static const cVec3 | TransformNormal (const cVec3 &, const cMat4 &) |
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static void | TransformCoordinate (cList< cVec3 > *, const cMat4 &) |
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static void | TransformNormal (cList< cVec3 > *, const cMat4 &) |
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static void | TransformCoordinate (cVec3 *Array, const int Count, const cMat4 &T) |
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static void | TransformNormal (cVec3 *Array, const int Count, const cMat4 &T) |
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static const cVec3 | Rotate (const cVec3 &, const cQuat &) |
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static const cVec3 | Rotate (const cVec3 &, const cRotation &) |
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static bool | Equals (const cVec3 &, const cVec3 &, const float Eps=cMath::Epsilon) |
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static const cVec3 | Abs (const cVec3 &) |
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static float | Angle (const cVec3 &, const cVec3 &) |
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static float | Angle (const cVec3 &p1, const cVec3 &p2, const cVec3 &p3, const cVec3 &normal) |
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static float | AreaSigned (const cVec3 &t0, const cVec3 &t1, const cVec3 &t2) |
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static const cVec3 | BaryCentric (const cVec3 &t0, const cVec3 &t1, const cVec3 &t2, const float f, const float g) |
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static const cVec3 | Clamp (const cVec3 &, const cVec3 &, const cVec3 &) |
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static const cVec3 | Cross (const cVec3 &, const cVec3 &) |
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static float | Distance (const cVec3 &, const cVec3 &) |
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static float | Distance2 (const cVec3 &, const cVec3 &) |
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static float | DistanceSq (const cVec3 &, const cVec3 &) |
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static float | Dot (const cVec3 &, const cVec3 &) |
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static float | Length (const cVec3 &) |
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static float | LengthSq (const cVec3 &) |
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static const cVec3 | Lerp (const cVec3 &, const cVec3 &, const float) |
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static const cVec3 | Lerp05 (const cVec3 &, const cVec3 &) |
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static const cVec3 | Max (const cVec3 &, const cVec3 &) |
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static const cVec3 | Min (const cVec3 &, const cVec3 &) |
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static const cVec3 | Normalize (const cVec3 &) |
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static const cVec3 | Normalize2 (const cVec3 &) |
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static const cVec3 | Reflect (const cVec3 &RayDir, const cVec3 &Normal) |
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static const cVec3 | Refract (const cVec3 &RayDir, const cVec3 &Normal, const float Eta) |
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static const cVec3 | Slerp (const cVec3 &n0, const cVec3 &n1, const float s) |
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static const cVec3 | Truncate (const cVec3 &u, const float MaxLen) |
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static const cVec3 | RandRange1 () |
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static const cVec3 | RandNormal () |
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static const cVec3 | Rand (const cVec3 &Lo, const cVec3 &Hi) |
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static const cVec3 | Project (const cVec3 &v1, const cVec3 &v2) |
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static const cVec3 | Perpendicular (const cVec3 &v1) |
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static const cVec3 | FromPolarXZ (const float Radius, const float Angle) |
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static bool | RayTri (const cVec3 &RayOrig, const cVec3 &RayDir, const cVec3 &t0, const cVec3 &t1, const cVec3 &t2, float &u, float &v, float &t, const bool BackFaceCull=false) |
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static bool | PointInTriangle (const cVec3 &p, const cVec3 &t0, const cVec3 &t1, const cVec3 &t2) |
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The 3D-vector, refer it as coat::vec3 in the Core API.