PixelLightAPI  .
PLMath::Vector3 Member List
This is the complete list of members for PLMath::Vector3, including all inherited members.
ClosestPointOnLine(const Vector3 &vV1, const Vector3 &vV2) const PLMath::Vector3
ClosestPointOnTriangle(const Vector3 &vV1, const Vector3 &vV2, const Vector3 &vV3) const PLMath::Vector3
ClosestPointOnTriangle(const Vector3 &vV1, const Vector3 &vV2, const Vector3 &vV3, float fRadius, Vector3 &vClosest) const PLMath::Vector3
Component enum namePLMath::Vector3
CrossProduct(const Vector3 &vV) const PLMath::Vector3 [inline]
CrossProduct(const Vector3 &vV1, const Vector3 &vV2)PLMath::Vector3 [inline]
DotProduct(const Vector3 &vV) const PLMath::Vector3 [inline]
fPitchPLMath::Vector3
fRollPLMath::Vector3
FromString(const PLCore::String &sString)PLMath::Vector3
fVPLMath::Vector3
fYawPLMath::Vector3
GetAngle(const Vector3 &vV) const PLMath::Vector3 [inline]
GetDistance(const Vector3 &vV) const PLMath::Vector3 [inline]
GetFaceNormal(const Vector3 &vV1, const Vector3 &vV2, const Vector3 &vV3)PLMath::Vector3 [inline]
GetGreatestComponent() const PLMath::Vector3 [inline]
GetGreatestValue() const PLMath::Vector3 [inline]
GetInverted() const PLMath::Vector3 [inline]
GetLength() const PLMath::Vector3 [inline]
GetNormalized() const PLMath::Vector3 [inline]
GetPackedTo01() const PLMath::Vector3 [inline]
GetProjection(const Vector3 &vX, const Vector3 &vN)PLMath::Vector3
GetRightUp(Vector3 &vRight, Vector3 &vUp) const PLMath::Vector3
GetRightUp(float fRight[], float fUp[]) const PLMath::Vector3
GetRotationTo(const Vector3 &vDest) const PLMath::Vector3
GetSmallestComponent() const PLMath::Vector3 [inline]
GetSmallestValue() const PLMath::Vector3 [inline]
GetSquaredDistance(const Vector3 &vV) const PLMath::Vector3 [inline]
GetSquaredLength() const PLMath::Vector3 [inline]
GetUnpackedFrom01() const PLMath::Vector3 [inline]
GetX() const PLMath::Vector3 [inline]
GetXYZ(float &fX, float &fY, float &fZ) const PLMath::Vector3 [inline]
GetY() const PLMath::Vector3 [inline]
GetZ() const PLMath::Vector3 [inline]
IncX(float fX)PLMath::Vector3 [inline]
IncXYZ(float fX=0.0f, float fY=0.0f, float fZ=0.0f)PLMath::Vector3 [inline]
IncXYZ(const float fV[])PLMath::Vector3 [inline]
IncY(float fY)PLMath::Vector3 [inline]
IncZ(float fZ)PLMath::Vector3 [inline]
Invert()PLMath::Vector3 [inline]
IsNull() const PLMath::Vector3 [inline]
IsPacked() const PLMath::Vector3 [inline]
IsPointInTriangle(const Vector3 &vV1, const Vector3 &vV2, const Vector3 &vV3) const PLMath::Vector3
NegativeOnePLMath::Vector3 [static]
NegativeUnitXPLMath::Vector3 [static]
NegativeUnitYPLMath::Vector3 [static]
NegativeUnitZPLMath::Vector3 [static]
Normalize()PLMath::Vector3 [inline]
OnePLMath::Vector3 [static]
operator const float *() const PLMath::Vector3 [inline]
operator float *()PLMath::Vector3 [inline]
operator!=(const Vector3 &vV) const PLMath::Vector3 [inline]
operator*(const Vector3 &vV) const PLMath::Vector3 [inline]
operator*(float fS) const PLMath::Vector3 [inline]
operator*=(const Vector3 &vV)PLMath::Vector3 [inline]
operator*=(float fS)PLMath::Vector3 [inline]
operator*=(const Matrix3x3 &mRot)PLMath::Vector3
operator*=(const Matrix3x4 &mTrans)PLMath::Vector3
operator*=(const Matrix4x4 &mTrans)PLMath::Vector3
operator*=(const Quaternion &qQ)PLMath::Vector3
operator+(const Vector3 &vV) const PLMath::Vector3 [inline]
operator+(float fN) const PLMath::Vector3 [inline]
operator+=(const Vector3 &vV)PLMath::Vector3 [inline]
operator+=(float fN)PLMath::Vector3 [inline]
operator-() const PLMath::Vector3 [inline]
operator-(const Vector3 &vV) const PLMath::Vector3 [inline]
operator-(float fN) const PLMath::Vector3 [inline]
operator-=(const Vector3 &vV)PLMath::Vector3 [inline]
operator-=(float fN)PLMath::Vector3 [inline]
operator/(const Vector3 &vV) const PLMath::Vector3 [inline]
operator/(float fS) const PLMath::Vector3 [inline]
operator/=(const Vector3 &vV)PLMath::Vector3 [inline]
operator/=(float fS)PLMath::Vector3 [inline]
operator<(const Vector3 &vV) const PLMath::Vector3 [inline]
operator<=(const Vector3 &vV) const PLMath::Vector3 [inline]
operator=(const float fV[])PLMath::Vector3 [inline]
operator=(const Vector2 &vV)PLMath::Vector3
operator=(const Vector3 &vV)PLMath::Vector3 [inline]
operator=(const Vector4 &vV)PLMath::Vector3
operator==(const Vector3 &vV) const PLMath::Vector3 [inline]
operator>(const Vector3 &vV) const PLMath::Vector3 [inline]
operator>=(const Vector3 &vV) const PLMath::Vector3 [inline]
operator[](int nIndex)PLMath::Vector3 [inline]
operator[](int nIndex) const PLMath::Vector3 [inline]
PackTo01()PLMath::Vector3 [inline]
ProjectPlane(const Vector3 &vV1, const Vector3 &vV2)PLMath::Vector3
ProjectVector(const Vector3 &vA, const Vector3 &vB) const PLMath::Vector3 [inline]
Reflect(const Vector3 &vIncidentNormal, const Vector3 &vNormal)PLMath::Vector3
Refract(const Vector3 &vIncidentNormal, const Vector3 &vNormal, float fEtaRatio)PLMath::Vector3
RotateAxis(Vector3 &vV, float fAngle)PLMath::Vector3
SetLength(float fLength=1.0f)PLMath::Vector3 [inline]
SetX(float fX=0.0f)PLMath::Vector3 [inline]
SetXYZ(float fX=0.0f, float fY=0.0f, float fZ=0.0f)PLMath::Vector3 [inline]
SetXYZ(const float fV[])PLMath::Vector3 [inline]
SetY(float fY=0.0f)PLMath::Vector3 [inline]
SetZ(float fZ=0.0f)PLMath::Vector3 [inline]
To2DCoordinate(const Matrix4x4 &mWorldViewProjection, const Rectangle &cViewportRectangle, float fDepthRangeMin=0.0f, float fDepthRangeMax=1.0f, float *pfHomogeneousDivide=nullptr) const PLMath::Vector3
To3DCoordinate(const Matrix4x4 &mProj, const Matrix4x4 &mView, const Matrix4x4 &mWorld, const Rectangle &cViewportRectangle) const PLMath::Vector3
ToString() const PLMath::Vector3
uPLMath::Vector3
UnitXPLMath::Vector3 [static]
UnitYPLMath::Vector3 [static]
UnitZPLMath::Vector3 [static]
UnpackFrom01()PLMath::Vector3 [inline]
vPLMath::Vector3
Vector3()PLMath::Vector3 [inline]
Vector3(float fX, float fY, float fZ=0.0f)PLMath::Vector3 [inline]
Vector3(const float fV[])PLMath::Vector3 [inline]
Vector3(const Vector2 &vV, float fZ=0.0f)PLMath::Vector3
Vector3(const Vector3 &vV)PLMath::Vector3 [inline]
Vector3(const Vector4 &vV)PLMath::Vector3
Vector3(const PLCore::String &sString)PLMath::Vector3 [inline]
wPLMath::Vector3
X enum valuePLMath::Vector3
xPLMath::Vector3
Y enum valuePLMath::Vector3
yPLMath::Vector3
Z enum valuePLMath::Vector3
zPLMath::Vector3
ZeroPLMath::Vector3 [static]
~Vector3()PLMath::Vector3 [inline]


PixelLight PixelLight 0.9.10-R1
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Last modified Fri Dec 23 2011 15:51:20
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