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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 |