Twilight Princess
Remastered version of the GameCube game
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WMath Class Reference

Static Public Member Functions

static int Clamp (int value, int min, int max)
 
static float Clamp (float value, float min, float max)
 
static float Lerp (float a, float b, float t)
 
static float DegreesToRadians (float degrees)
 
static float RadiansToDegrees (float radians)
 
static float RotationShortToFloat (short rotation)
 
static short RotationFloatToShort (float rotation)
 
static FRay TransformRay (FRay ray, Vector3 position, Vector3 scale, Quaternion rotation)
 
static int Pad32Delta (long inPos)
 Calculate the number of bytes required to pad the specified number up to the next 32 byte alignment.
 
static bool RayIntersectsAABB (FRay ray, Vector3 aabbMin, Vector3 aabbMax, out float intersectionDistance)
 
static bool RayIntersectsTriangle (FRay ray, Vector3 v1, Vector3 v2, Vector3 v3, bool oneSided, out float intersectionDistance)
 
static int Floor (float val)
 

Member Function Documentation

◆ Clamp() [1/2]

static float WMath.Clamp ( float value,
float min,
float max )
static

◆ Clamp() [2/2]

static int WMath.Clamp ( int value,
int min,
int max )
static

◆ DegreesToRadians()

static float WMath.DegreesToRadians ( float degrees)
static

◆ Floor()

static int WMath.Floor ( float val)
static

◆ Lerp()

static float WMath.Lerp ( float a,
float b,
float t )
static

◆ Pad32Delta()

static int WMath.Pad32Delta ( long inPos)
static

Calculate the number of bytes required to pad the specified number up to the next 32 byte alignment.

Parameters
inPosPosition 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 ( float radians)
static

◆ RayIntersectsAABB()

static bool WMath.RayIntersectsAABB ( FRay ray,
Vector3 aabbMin,
Vector3 aabbMax,
out float intersectionDistance )
static

◆ RayIntersectsTriangle()

static bool WMath.RayIntersectsTriangle ( FRay ray,
Vector3 v1,
Vector3 v2,
Vector3 v3,
bool oneSided,
out float intersectionDistance )
static

◆ RotationFloatToShort()

static short WMath.RotationFloatToShort ( float rotation)
static

◆ RotationShortToFloat()

static float WMath.RotationShortToFloat ( short rotation)
static

◆ TransformRay()

static FRay WMath.TransformRay ( FRay ray,
Vector3 position,
Vector3 scale,
Quaternion rotation )
static

The documentation for this class was generated from the following file: