A* Pathfinding Project  3.8.10
The A* Pathfinding Project for Unity 3D
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VectorMath Member List

This is the complete list of members for VectorMath, including all inherited members.

ClosestPointOnLine(Vector3 lineStart, Vector3 lineEnd, Vector3 point)VectorMathstatic
ClosestPointOnLineFactor(Vector3 lineStart, Vector3 lineEnd, Vector3 point)VectorMathstatic
ClosestPointOnLineFactor(Int3 lineStart, Int3 lineEnd, Int3 point)VectorMathstatic
ClosestPointOnLineFactor(Int2 lineStart, Int2 lineEnd, Int2 point)VectorMathstatic
ClosestPointOnSegment(Vector3 lineStart, Vector3 lineEnd, Vector3 point)VectorMathstatic
ClosestPointOnSegmentXZ(Vector3 lineStart, Vector3 lineEnd, Vector3 point)VectorMathstatic
IsClockwiseMarginXZ(Vector3 a, Vector3 b, Vector3 c)VectorMathstatic
IsClockwiseOrColinear(Int2 a, Int2 b, Int2 c)VectorMathstatic
IsClockwiseOrColinearXZ(Int3 a, Int3 b, Int3 c)VectorMathstatic
IsClockwiseXZ(Vector3 a, Vector3 b, Vector3 c)VectorMathstatic
IsClockwiseXZ(Int3 a, Int3 b, Int3 c)VectorMathstatic
IsColinearAlmostXZ(Int3 a, Int3 b, Int3 c)VectorMathstatic
IsColinearXZ(Int3 a, Int3 b, Int3 c)VectorMathstatic
IsColinearXZ(Vector3 a, Vector3 b, Vector3 c)VectorMathstatic
LineDirIntersectionPointXZ(Vector3 start1, Vector3 dir1, Vector3 start2, Vector3 dir2)VectorMathstatic
LineDirIntersectionPointXZ(Vector3 start1, Vector3 dir1, Vector3 start2, Vector3 dir2, out bool intersects)VectorMathstatic
LineIntersectionFactorXZ(Int3 start1, Int3 end1, Int3 start2, Int3 end2, out float factor1, out float factor2)VectorMathstatic
LineIntersectionFactorXZ(Vector3 start1, Vector3 end1, Vector3 start2, Vector3 end2, out float factor1, out float factor2)VectorMathstatic
LineIntersectionFactorXZ(Vector3 start1, Vector3 end1, Vector3 start2, Vector3 end2)VectorMathstatic
LineIntersectionPoint(Vector2 start1, Vector2 end1, Vector2 start2, Vector2 end2)VectorMathstatic
LineIntersectionPoint(Vector2 start1, Vector2 end1, Vector2 start2, Vector2 end2, out bool intersects)VectorMathstatic
LineIntersectionPointXZ(Vector3 start1, Vector3 end1, Vector3 start2, Vector3 end2)VectorMathstatic
LineIntersectionPointXZ(Vector3 start1, Vector3 end1, Vector3 start2, Vector3 end2, out bool intersects)VectorMathstatic
LineRayIntersectionFactorXZ(Int3 start1, Int3 end1, Int3 start2, Int3 end2)VectorMathstatic
RaySegmentIntersectXZ(Int3 start1, Int3 end1, Int3 start2, Int3 end2)VectorMathstatic
ReversesFaceOrientations(Matrix4x4 matrix)VectorMathstatic
ReversesFaceOrientationsXZ(Matrix4x4 matrix)VectorMathstatic
RightOrColinear(Vector2 a, Vector2 b, Vector2 p)VectorMathstatic
RightOrColinear(Int2 a, Int2 b, Int2 p)VectorMathstatic
RightOrColinearXZ(Vector3 a, Vector3 b, Vector3 p)VectorMathstatic
RightOrColinearXZ(Int3 a, Int3 b, Int3 p)VectorMathstatic
RightXZ(Vector3 a, Vector3 b, Vector3 p)VectorMathstatic
RightXZ(Int3 a, Int3 b, Int3 p)VectorMathstatic
SegmentIntersectionPointXZ(Vector3 start1, Vector3 end1, Vector3 start2, Vector3 end2, out bool intersects)VectorMathstatic
SegmentIntersectsBounds(Bounds bounds, Vector3 a, Vector3 b)VectorMathstatic
SegmentsIntersect(Int2 start1, Int2 end1, Int2 start2, Int2 end2)VectorMathstatic
SegmentsIntersectXZ(Int3 start1, Int3 end1, Int3 start2, Int3 end2)VectorMathstatic
SegmentsIntersectXZ(Vector3 start1, Vector3 end1, Vector3 start2, Vector3 end2)VectorMathstatic
SignedTriangleAreaTimes2XZ(Int3 a, Int3 b, Int3 c)VectorMathstatic
SignedTriangleAreaTimes2XZ(Vector3 a, Vector3 b, Vector3 c)VectorMathstatic
SqrDistancePointSegment(Vector3 a, Vector3 b, Vector3 p)VectorMathstatic
SqrDistancePointSegmentApproximate(int x, int z, int px, int pz, int qx, int qz)VectorMathstatic
SqrDistancePointSegmentApproximate(Int3 a, Int3 b, Int3 p)VectorMathstatic
SqrDistanceSegmentSegment(Vector3 s1, Vector3 e1, Vector3 s2, Vector3 e2)VectorMathstatic
SqrDistanceXZ(Vector3 a, Vector3 b)VectorMathstatic