A* Pathfinding Project
4.2.8
The A* Pathfinding Project for Unity 3D
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This is the complete list of members for VectorMath, including all inherited members.
ClampMagnitudeXZ(Vector3 v, float maxMagnitude) | VectorMath | static |
ClosestPointOnLine(Vector3 lineStart, Vector3 lineEnd, Vector3 point) | VectorMath | static |
ClosestPointOnLineFactor(Vector3 lineStart, Vector3 lineEnd, Vector3 point) | VectorMath | static |
ClosestPointOnLineFactor(Int3 lineStart, Int3 lineEnd, Int3 point) | VectorMath | static |
ClosestPointOnLineFactor(Int2 lineStart, Int2 lineEnd, Int2 point) | VectorMath | static |
ClosestPointOnSegment(Vector3 lineStart, Vector3 lineEnd, Vector3 point) | VectorMath | static |
ClosestPointOnSegmentXZ(Vector3 lineStart, Vector3 lineEnd, Vector3 point) | VectorMath | static |
ComplexMultiply(Vector2 a, Vector2 b) | VectorMath | static |
ComplexMultiplyConjugate(Vector2 a, Vector2 b) | VectorMath | static |
IsClockwiseMarginXZ(Vector3 a, Vector3 b, Vector3 c) | VectorMath | static |
IsClockwiseOrColinear(Int2 a, Int2 b, Int2 c) | VectorMath | static |
IsClockwiseOrColinearXZ(Int3 a, Int3 b, Int3 c) | VectorMath | static |
IsClockwiseXZ(Vector3 a, Vector3 b, Vector3 c) | VectorMath | static |
IsClockwiseXZ(Int3 a, Int3 b, Int3 c) | VectorMath | static |
IsColinear(Vector3 a, Vector3 b, Vector3 c) | VectorMath | static |
IsColinear(Vector2 a, Vector2 b, Vector2 c) | VectorMath | static |
IsColinearAlmostXZ(Int3 a, Int3 b, Int3 c) | VectorMath | static |
IsColinearXZ(Int3 a, Int3 b, Int3 c) | VectorMath | static |
IsColinearXZ(Vector3 a, Vector3 b, Vector3 c) | VectorMath | static |
LineCircleIntersectionFactor(Vector3 circleCenter, Vector3 linePoint1, Vector3 linePoint2, float radius) | VectorMath | static |
LineDirIntersectionPointXZ(Vector3 start1, Vector3 dir1, Vector3 start2, Vector3 dir2) | VectorMath | static |
LineDirIntersectionPointXZ(Vector3 start1, Vector3 dir1, Vector3 start2, Vector3 dir2, out bool intersects) | VectorMath | static |
LineIntersectionFactorXZ(Int3 start1, Int3 end1, Int3 start2, Int3 end2, out float factor1, out float factor2) | VectorMath | static |
LineIntersectionFactorXZ(Vector3 start1, Vector3 end1, Vector3 start2, Vector3 end2, out float factor1, out float factor2) | VectorMath | static |
LineIntersectionFactorXZ(Vector3 start1, Vector3 end1, Vector3 start2, Vector3 end2) | VectorMath | static |
LineIntersectionPoint(Vector2 start1, Vector2 end1, Vector2 start2, Vector2 end2) | VectorMath | static |
LineIntersectionPoint(Vector2 start1, Vector2 end1, Vector2 start2, Vector2 end2, out bool intersects) | VectorMath | static |
LineIntersectionPointXZ(Vector3 start1, Vector3 end1, Vector3 start2, Vector3 end2) | VectorMath | static |
LineIntersectionPointXZ(Vector3 start1, Vector3 end1, Vector3 start2, Vector3 end2, out bool intersects) | VectorMath | static |
LineRayIntersectionFactorXZ(Int3 start1, Int3 end1, Int3 start2, Int3 end2) | VectorMath | static |
MagnitudeXZ(Vector3 v) | VectorMath | static |
Normalize(Vector3 v, out float magnitude) | VectorMath | static |
Normalize(Vector2 v, out float magnitude) | VectorMath | static |
RaySegmentIntersectXZ(Int3 start1, Int3 end1, Int3 start2, Int3 end2) | VectorMath | static |
ReversesFaceOrientations(Matrix4x4 matrix) | VectorMath | static |
ReversesFaceOrientationsXZ(Matrix4x4 matrix) | VectorMath | static |
RightOrColinear(Vector2 a, Vector2 b, Vector2 p) | VectorMath | static |
RightOrColinear(Int2 a, Int2 b, Int2 p) | VectorMath | static |
RightOrColinearXZ(Vector3 a, Vector3 b, Vector3 p) | VectorMath | static |
RightOrColinearXZ(Int3 a, Int3 b, Int3 p) | VectorMath | static |
RightXZ(Vector3 a, Vector3 b, Vector3 p) | VectorMath | static |
RightXZ(Int3 a, Int3 b, Int3 p) | VectorMath | static |
SegmentIntersectionPointXZ(Vector3 start1, Vector3 end1, Vector3 start2, Vector3 end2, out bool intersects) | VectorMath | static |
SegmentIntersectsBounds(Bounds bounds, Vector3 a, Vector3 b) | VectorMath | static |
SegmentsIntersect(Int2 start1, Int2 end1, Int2 start2, Int2 end2) | VectorMath | static |
SegmentsIntersectXZ(Int3 start1, Int3 end1, Int3 start2, Int3 end2) | VectorMath | static |
SegmentsIntersectXZ(Vector3 start1, Vector3 end1, Vector3 start2, Vector3 end2) | VectorMath | static |
SideXZ(Int3 a, Int3 b, Int3 p) | VectorMath | static |
SignedTriangleAreaTimes2XZ(Int3 a, Int3 b, Int3 c) | VectorMath | static |
SignedTriangleAreaTimes2XZ(Vector3 a, Vector3 b, Vector3 c) | VectorMath | static |
SqrDistancePointSegment(Vector3 a, Vector3 b, Vector3 p) | VectorMath | static |
SqrDistancePointSegmentApproximate(int x, int z, int px, int pz, int qx, int qz) | VectorMath | static |
SqrDistancePointSegmentApproximate(Int3 a, Int3 b, Int3 p) | VectorMath | static |
SqrDistanceSegmentSegment(Vector3 s1, Vector3 e1, Vector3 s2, Vector3 e2) | VectorMath | static |
SqrDistanceXZ(Vector3 a, Vector3 b) | VectorMath | static |