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static int | Clamp (int value, int min, int max) |
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static float | Clamp (float value, float min, float max) |
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static float | Lerp (float a, float b, float t) |
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static float | DegreesToRadians (float degrees) |
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static float | RadiansToDegrees (float radians) |
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static float | RotationShortToFloat (short rotation) |
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static short | RotationFloatToShort (float rotation) |
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static FRay | TransformRay (FRay ray, Vector3 position, Vector3 scale, Quaternion rotation) |
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static int | Pad32Delta (long inPos) |
| Calculate the number of bytes required to pad the specified number up to the next 32 byte alignment.
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static bool | RayIntersectsAABB (FRay ray, Vector3 aabbMin, Vector3 aabbMax, out float intersectionDistance) |
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static bool | RayIntersectsTriangle (FRay ray, Vector3 v1, Vector3 v2, Vector3 v3, bool oneSided, out float intersectionDistance) |
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static int | Floor (float val) |
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◆ Clamp() [1/2]
static float WMath.Clamp |
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float | value, |
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float | min, |
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float | max ) |
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◆ Clamp() [2/2]
static int WMath.Clamp |
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int | value, |
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int | min, |
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int | max ) |
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◆ DegreesToRadians()
static float WMath.DegreesToRadians |
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float | degrees | ) |
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◆ Floor()
static int WMath.Floor |
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float | val | ) |
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◆ Lerp()
static float WMath.Lerp |
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float | a, |
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float | b, |
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float | t ) |
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◆ Pad32Delta()
static int WMath.Pad32Delta |
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long | inPos | ) |
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Calculate the number of bytes required to pad the specified number up to the next 32 byte alignment.
- Parameters
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inPos | Position in memory stream that you're currently at. |
- Returns
- The delta required to get to the next 32 byte alignment.
◆ RadiansToDegrees()
static float WMath.RadiansToDegrees |
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float | radians | ) |
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◆ RayIntersectsAABB()
static bool WMath.RayIntersectsAABB |
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FRay | ray, |
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Vector3 | aabbMin, |
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Vector3 | aabbMax, |
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out float | intersectionDistance ) |
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◆ RayIntersectsTriangle()
static bool WMath.RayIntersectsTriangle |
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FRay | ray, |
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Vector3 | v1, |
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Vector3 | v2, |
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Vector3 | v3, |
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bool | oneSided, |
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out float | intersectionDistance ) |
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◆ RotationFloatToShort()
static short WMath.RotationFloatToShort |
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float | rotation | ) |
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◆ RotationShortToFloat()
static float WMath.RotationShortToFloat |
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short | rotation | ) |
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◆ TransformRay()
The documentation for this class was generated from the following file:
- Assets/_Game/__DECOMP/BMD/Stuff/Math.cs