PixelLightAPI
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3D vector More...
#include <Vector3.h>
Public Types | |
enum | Component { X = 0, Y = 1, Z = 2 } |
Vector component. More... | |
Public Member Functions | |
Vector3 () | |
Default constructor setting all components to 0. | |
Vector3 (float fX, float fY, float fZ=0.0f) | |
Vector3 (const float fV[]) | |
PLMATH_API | Vector3 (const Vector2 &vV, float fZ=0.0f) |
Vector3 (const Vector3 &vV) | |
PLMATH_API | Vector3 (const Vector4 &vV) |
Vector3 (const PLCore::String &sString) | |
~Vector3 () | |
Vector3 & | operator= (const float fV[]) |
PLMATH_API Vector3 & | operator= (const Vector2 &vV) |
Vector3 & | operator= (const Vector3 &vV) |
PLMATH_API Vector3 & | operator= (const Vector4 &vV) |
bool | operator== (const Vector3 &vV) const |
Compares two vectors. | |
bool | operator!= (const Vector3 &vV) const |
Compares two vectors. | |
bool | operator< (const Vector3 &vV) const |
Compares two vectors lexicographically. | |
bool | operator> (const Vector3 &vV) const |
Compares two vectors lexicographically. | |
bool | operator<= (const Vector3 &vV) const |
Compares two vectors lexicographically. | |
bool | operator>= (const Vector3 &vV) const |
Compares two vectors lexicographically. | |
Vector3 | operator+ (const Vector3 &vV) const |
Vector3 | operator+ (float fN) const |
Vector3 & | operator+= (const Vector3 &vV) |
Vector3 & | operator+= (float fN) |
Vector3 | operator- () const |
Vector3 | operator- (const Vector3 &vV) const |
Vector3 | operator- (float fN) const |
Vector3 & | operator-= (const Vector3 &vV) |
Vector3 & | operator-= (float fN) |
Vector3 | operator* (const Vector3 &vV) const |
Per component multiplication. | |
Vector3 | operator* (float fS) const |
Vector3 & | operator*= (const Vector3 &vV) |
Per component multiplication. | |
Vector3 & | operator*= (float fS) |
PLMATH_API Vector3 & | operator*= (const Matrix3x3 &mRot) |
Rotates the vector. | |
PLMATH_API Vector3 & | operator*= (const Matrix3x4 &mTrans) |
Transforms the vector. | |
PLMATH_API Vector3 & | operator*= (const Matrix4x4 &mTrans) |
Transforms the vector. | |
PLMATH_API Vector3 & | operator*= (const Quaternion &qQ) |
Rotates the vector. | |
Vector3 | operator/ (const Vector3 &vV) const |
Per component division. | |
Vector3 | operator/ (float fS) const |
Vector3 & | operator/= (const Vector3 &vV) |
Per component division. | |
Vector3 & | operator/= (float fS) |
operator float * () | |
operator const float * () const | |
float & | operator[] (int nIndex) |
const float & | operator[] (int nIndex) const |
void | GetXYZ (float &fX, float &fY, float &fZ) const |
float | GetX () const |
float | GetY () const |
float | GetZ () const |
void | SetXYZ (float fX=0.0f, float fY=0.0f, float fZ=0.0f) |
void | SetXYZ (const float fV[]) |
void | SetX (float fX=0.0f) |
void | SetY (float fY=0.0f) |
void | SetZ (float fZ=0.0f) |
void | IncXYZ (float fX=0.0f, float fY=0.0f, float fZ=0.0f) |
void | IncXYZ (const float fV[]) |
void | IncX (float fX) |
void | IncY (float fY) |
void | IncZ (float fZ) |
bool | IsNull () const |
Returns whether the vector is null or not. | |
bool | IsPacked () const |
Returns whether the vector is packed (within range of 0-1) or not. | |
void | PackTo01 () |
Packs/clamps the vector into a range of 0-1. | |
Vector3 | GetPackedTo01 () const |
Returns a vector which is packed/clamped into the range of 0-1. | |
void | UnpackFrom01 () |
Unpacks the packed vector into a range of -1 to 1. | |
Vector3 | GetUnpackedFrom01 () const |
Returns a unpacked vector of the range of -1 to 1. | |
Component | GetSmallestComponent () const |
Returns the smallest component. | |
float | GetSmallestValue () const |
Returns the value of the smallest component. | |
Component | GetGreatestComponent () const |
Returns the greatest component. | |
float | GetGreatestValue () const |
Returns the value of the greatest component. | |
void | Invert () |
Inverts the vector. | |
Vector3 | GetInverted () const |
Returns the inverted vector. | |
float | GetLength () const |
Returns the length of the vector (also called magnitude) | |
float | GetSquaredLength () const |
Returns the squared length of the vector (also called norm) | |
void | SetLength (float fLength=1.0f) |
Sets the vector to the given length. | |
Vector3 & | Normalize () |
Normalizes the vector. | |
Vector3 | GetNormalized () const |
Returns the normalized vector. | |
float | GetDistance (const Vector3 &vV) const |
Returns the distance to another vector. | |
float | GetSquaredDistance (const Vector3 &vV) const |
Returns the squared distance to another vector. | |
float | DotProduct (const Vector3 &vV) const |
Returns the dot product of two vectors. | |
Vector3 | ProjectVector (const Vector3 &vA, const Vector3 &vB) const |
Project vector a onto another vector b. | |
float | GetAngle (const Vector3 &vV) const |
Calculates the angle between two vectors. | |
Vector3 | CrossProduct (const Vector3 &vV) const |
Returns the cross product of this vector with another. | |
Vector3 & | CrossProduct (const Vector3 &vV1, const Vector3 &vV2) |
Calculates the cross product of two vectors. | |
PLMATH_API void | GetRightUp (Vector3 &vRight, Vector3 &vUp) const |
Calculates the right/up vectors of the vector. | |
PLMATH_API void | GetRightUp (float fRight[], float fUp[]) const |
void | GetFaceNormal (const Vector3 &vV1, const Vector3 &vV2, const Vector3 &vV3) |
Calculates a face/plane normal. | |
PLMATH_API Vector3 & | RotateAxis (Vector3 &vV, float fAngle) |
Rotates two vectors around it's axis. | |
PLMATH_API Quaternion | GetRotationTo (const Vector3 &vDest) const |
Returns a rotation quaternion to the destination vector. | |
PLMATH_API Vector3 & | GetProjection (const Vector3 &vX, const Vector3 &vN) |
Calculates a normalized projection vector. | |
PLMATH_API Vector3 & | ProjectPlane (const Vector3 &vV1, const Vector3 &vV2) |
Project the vector on to the plane created by two direction vectors. | |
PLMATH_API Vector3 & | Reflect (const Vector3 &vIncidentNormal, const Vector3 &vNormal) |
Calculates a reflection vector. | |
PLMATH_API Vector3 & | Refract (const Vector3 &vIncidentNormal, const Vector3 &vNormal, float fEtaRatio) |
Calculates a refraction vector. | |
PLMATH_API Vector3 | ClosestPointOnLine (const Vector3 &vV1, const Vector3 &vV2) const |
Finds the closest point on a line to this point. | |
PLMATH_API bool | IsPointInTriangle (const Vector3 &vV1, const Vector3 &vV2, const Vector3 &vV3) const |
Check if a point is in a triangle. | |
PLMATH_API Vector3 | ClosestPointOnTriangle (const Vector3 &vV1, const Vector3 &vV2, const Vector3 &vV3) const |
Find the closest point on a triangle to this point. | |
PLMATH_API bool | ClosestPointOnTriangle (const Vector3 &vV1, const Vector3 &vV2, const Vector3 &vV3, float fRadius, Vector3 &vClosest) const |
Find the closest point on a triangle to this point. | |
PLMATH_API Vector3 | To2DCoordinate (const Matrix4x4 &mWorldViewProjection, const Rectangle &cViewportRectangle, float fDepthRangeMin=0.0f, float fDepthRangeMax=1.0f, float *pfHomogeneousDivide=nullptr) const |
Returns the 2D screen coordinate corresponding to this 3D coordinate. | |
PLMATH_API Vector3 | To3DCoordinate (const Matrix4x4 &mProj, const Matrix4x4 &mView, const Matrix4x4 &mWorld, const Rectangle &cViewportRectangle) const |
Returns the 3D coordinate corresponding to this 2D screen coordinate. | |
PLMATH_API PLCore::String | ToString () const |
To string. | |
PLMATH_API bool | FromString (const PLCore::String &sString) |
From string. | |
Public Attributes | |
union { | |
float fV [3] | |
Vertex element array access. | |
struct { | |
float x | |
float y | |
float z | |
} | |
Known vertex element names when dealing with positions or directions. | |
struct { | |
float u | |
float v | |
float w | |
} | |
Known vertex element names when dealing with texture coordinates. | |
struct { | |
float fPitch | |
float fYaw | |
float fRoll | |
} | |
Known vertex element names when dealing with rotations. | |
}; | |
Some direct vertex element accesses. | |
Static Public Attributes | |
static PLMATH_API const Vector3 | Zero |
static PLMATH_API const Vector3 | One |
static PLMATH_API const Vector3 | NegativeOne |
static PLMATH_API const Vector3 | UnitX |
static PLMATH_API const Vector3 | UnitY |
static PLMATH_API const Vector3 | UnitZ |
static PLMATH_API const Vector3 | NegativeUnitX |
static PLMATH_API const Vector3 | NegativeUnitY |
static PLMATH_API const Vector3 | NegativeUnitZ |
3D vector
PLMath::Vector3::Vector3 | ( | ) | [inline] |
Default constructor setting all components to 0.
PLMath::Vector3::Vector3 | ( | float | fX, |
float | fY, | ||
float | fZ = 0.0f |
||
) | [inline] |
PLMath::Vector3::Vector3 | ( | const float | fV[] | ) | [inline] |
PLMATH_API PLMath::Vector3::Vector3 | ( | const Vector2 & | vV, |
float | fZ = 0.0f |
||
) |
PLMath::Vector3::Vector3 | ( | const Vector3 & | vV | ) | [inline] |
PLMATH_API PLMath::Vector3::Vector3 | ( | const Vector4 & | vV | ) |
PLMath::Vector3::Vector3 | ( | const PLCore::String & | sString | ) | [inline] |
PLMath::Vector3::~Vector3 | ( | ) | [inline] |
Vector3 & PLMath::Vector3::operator= | ( | const float | fV[] | ) | [inline] |
bool PLMath::Vector3::operator== | ( | const Vector3 & | vV | ) | const [inline] |
Compares two vectors.
[in] | vV | Vector to compare with |
bool PLMath::Vector3::operator!= | ( | const Vector3 & | vV | ) | const [inline] |
Compares two vectors.
[in] | vV | Vector to compare with |
bool PLMath::Vector3::operator< | ( | const Vector3 & | vV | ) | const [inline] |
Compares two vectors lexicographically.
[in] | vV | Vector to compare with |
bool PLMath::Vector3::operator> | ( | const Vector3 & | vV | ) | const [inline] |
Compares two vectors lexicographically.
[in] | vV | Vector to compare with |
bool PLMath::Vector3::operator<= | ( | const Vector3 & | vV | ) | const [inline] |
Compares two vectors lexicographically.
[in] | vV | Vector to compare with |
bool PLMath::Vector3::operator>= | ( | const Vector3 & | vV | ) | const [inline] |
Compares two vectors lexicographically.
[in] | vV | Vector to compare with |
Vector3 PLMath::Vector3::operator+ | ( | float | fN | ) | const [inline] |
Vector3 & PLMath::Vector3::operator+= | ( | float | fN | ) | [inline] |
Vector3 PLMath::Vector3::operator- | ( | ) | const [inline] |
Vector3 PLMath::Vector3::operator- | ( | float | fN | ) | const [inline] |
Vector3 & PLMath::Vector3::operator-= | ( | float | fN | ) | [inline] |
Per component multiplication.
[in] | vV | Vector to multiplicate with |
Vector3 PLMath::Vector3::operator* | ( | float | fS | ) | const [inline] |
Per component multiplication.
[in] | vV | Vector to multiplicate with |
Vector3 & PLMath::Vector3::operator*= | ( | float | fS | ) | [inline] |
Rotates the vector.
[in] | mRot | Matrix which rotates the vector |
Transforms the vector.
[in] | mTrans | Matrix which transforms the vector |
Transforms the vector.
[in] | mTrans | Matrix which transforms the vector |
PLMATH_API Vector3& PLMath::Vector3::operator*= | ( | const Quaternion & | ) |
Rotates the vector.
[in] | Quaternion which rotates the vector |
Per component division.
[in] | vV | Vector to divide through |
Vector3 PLMath::Vector3::operator/ | ( | float | fS | ) | const [inline] |
Per component division.
[in] | vV | Vector to divide through |
Vector3 & PLMath::Vector3::operator/= | ( | float | fS | ) | [inline] |
PLMath::Vector3::operator float * | ( | ) | [inline] |
PLMath::Vector3::operator const float * | ( | ) | const [inline] |
float & PLMath::Vector3::operator[] | ( | int | nIndex | ) | [inline] |
const float & PLMath::Vector3::operator[] | ( | int | nIndex | ) | const [inline] |
void PLMath::Vector3::GetXYZ | ( | float & | fX, |
float & | fY, | ||
float & | fZ | ||
) | const [inline] |
float PLMath::Vector3::GetX | ( | ) | const [inline] |
float PLMath::Vector3::GetY | ( | ) | const [inline] |
float PLMath::Vector3::GetZ | ( | ) | const [inline] |
void PLMath::Vector3::SetXYZ | ( | float | fX = 0.0f , |
float | fY = 0.0f , |
||
float | fZ = 0.0f |
||
) | [inline] |
void PLMath::Vector3::SetXYZ | ( | const float | fV[] | ) | [inline] |
void PLMath::Vector3::SetX | ( | float | fX = 0.0f | ) | [inline] |
void PLMath::Vector3::SetY | ( | float | fY = 0.0f | ) | [inline] |
void PLMath::Vector3::SetZ | ( | float | fZ = 0.0f | ) | [inline] |
void PLMath::Vector3::IncXYZ | ( | float | fX = 0.0f , |
float | fY = 0.0f , |
||
float | fZ = 0.0f |
||
) | [inline] |
void PLMath::Vector3::IncXYZ | ( | const float | fV[] | ) | [inline] |
void PLMath::Vector3::IncX | ( | float | fX | ) | [inline] |
void PLMath::Vector3::IncY | ( | float | fY | ) | [inline] |
void PLMath::Vector3::IncZ | ( | float | fZ | ) | [inline] |
bool PLMath::Vector3::IsNull | ( | ) | const [inline] |
Returns whether the vector is null or not.
bool PLMath::Vector3::IsPacked | ( | ) | const [inline] |
Returns whether the vector is packed (within range of 0-1) or not.
void PLMath::Vector3::PackTo01 | ( | ) | [inline] |
Packs/clamps the vector into a range of 0-1.
Vector3 PLMath::Vector3::GetPackedTo01 | ( | ) | const [inline] |
Returns a vector which is packed/clamped into the range of 0-1.
void PLMath::Vector3::UnpackFrom01 | ( | ) | [inline] |
Unpacks the packed vector into a range of -1 to 1.
Vector3 PLMath::Vector3::GetUnpackedFrom01 | ( | ) | const [inline] |
Returns a unpacked vector of the range of -1 to 1.
Vector3::Component PLMath::Vector3::GetSmallestComponent | ( | ) | const [inline] |
Returns the smallest component.
float PLMath::Vector3::GetSmallestValue | ( | ) | const [inline] |
Returns the value of the smallest component.
Vector3::Component PLMath::Vector3::GetGreatestComponent | ( | ) | const [inline] |
Returns the greatest component.
float PLMath::Vector3::GetGreatestValue | ( | ) | const [inline] |
Returns the value of the greatest component.
void PLMath::Vector3::Invert | ( | ) | [inline] |
Inverts the vector.
Vector3 PLMath::Vector3::GetInverted | ( | ) | const [inline] |
float PLMath::Vector3::GetLength | ( | ) | const [inline] |
Returns the length of the vector (also called magnitude)
float PLMath::Vector3::GetSquaredLength | ( | ) | const [inline] |
Returns the squared length of the vector (also called norm)
void PLMath::Vector3::SetLength | ( | float | fLength = 1.0f | ) | [inline] |
Sets the vector to the given length.
[in] | fLength | Length to set |
Vector3 & PLMath::Vector3::Normalize | ( | ) | [inline] |
Normalizes the vector.
Vector3 PLMath::Vector3::GetNormalized | ( | ) | const [inline] |
float PLMath::Vector3::GetDistance | ( | const Vector3 & | vV | ) | const [inline] |
Returns the distance to another vector.
[in] | vV | The other vector |
float PLMath::Vector3::GetSquaredDistance | ( | const Vector3 & | vV | ) | const [inline] |
Returns the squared distance to another vector.
[in] | vV | The other vector |
float PLMath::Vector3::DotProduct | ( | const Vector3 & | vV | ) | const [inline] |
Returns the dot product of two vectors.
[in] | vV | Second vector |
Vector3 PLMath::Vector3::ProjectVector | ( | const Vector3 & | vA, |
const Vector3 & | vB | ||
) | const [inline] |
Project vector a onto another vector b.
Project the vector onto another vector.
[in] | vA | Vector to project |
[in] | vB | Vector to project onto |
^. / . / . a / . / . a.DotProduct(b) / . projb(a) = b * ----------------- / . b.DotProduct(b) / . --->____. b ^= projb(a)
float PLMath::Vector3::GetAngle | ( | const Vector3 & | vV | ) | const [inline] |
Calculates the angle between two vectors.
Calculates the angle between two vectos.
[in] | vV | Second vector |
v1.DotProduct(v2) cos A = -------------------------------- v1.GetLength() * v2.GetLength()
Vector3 PLMath::Vector3::CrossProduct | ( | const Vector3 & | vV | ) | const [inline] |
Returns the cross product of this vector with another.
[in] | vV | Vector to calculate the cross product with |
c (a = this, b = vV)
^ a
| ^ | ax | | bx | | ay*bz - az*by |
| / c = a x b = | ay | x | by | = | az*bx - ax*bz |
| / | az | | bz | | ax*by - ay*bx |
| /
|/--------> b
Vector3 & PLMath::Vector3::CrossProduct | ( | const Vector3 & | vV1, |
const Vector3 & | vV2 | ||
) | [inline] |
Calculates the cross product of two vectors.
[in] | vV1 | First of the two vectors to calculate the cross product from |
[in] | vV2 | Second of the two vectors to calculate the cross product from |
PLMATH_API void PLMath::Vector3::GetRightUp | ( | Vector3 & | vRight, |
Vector3 & | vUp | ||
) | const |
Calculates the right/up vectors of the vector.
[out] | vRight | The resulting right vectors which are perpendicular to the source vector |
[out] | vUp | The resulting up vectors which are perpendicular to the source vector |
PLMATH_API void PLMath::Vector3::GetRightUp | ( | float | fRight[], |
float | fUp[] | ||
) | const |
void PLMath::Vector3::GetFaceNormal | ( | const Vector3 & | vV1, |
const Vector3 & | vV2, | ||
const Vector3 & | vV3 | ||
) | [inline] |
Calculates a face/plane normal.
[in] | vV1 | First of the three vectors which describes the face/plane |
[in] | vV2 | Second of the three vectors which describes the face/plane |
[in] | vV3 | Third of the three vectors which describes the face/plane |
PLMATH_API Vector3& PLMath::Vector3::RotateAxis | ( | Vector3 & | vV, |
float | fAngle | ||
) |
Rotates two vectors around it's axis.
[in] | vV | Other vector to rotate |
[in] | fAngle | Angle the two vectors should be rotated |
PLMATH_API Quaternion PLMath::Vector3::GetRotationTo | ( | const Vector3 & | vDest | ) | const |
Returns a rotation quaternion to the destination vector.
[in] | vDest | Destination vector |
PLMATH_API Vector3& PLMath::Vector3::GetProjection | ( | const Vector3 & | vX, |
const Vector3 & | vN | ||
) |
Calculates a normalized projection vector.
[in] | vX | The first vector to calculate the projection from |
[in] | vN | The second vector to calculate the projection from |
PLMATH_API Vector3& PLMath::Vector3::ProjectPlane | ( | const Vector3 & | vV1, |
const Vector3 & | vV2 | ||
) |
Project the vector on to the plane created by two direction vectors.
[in] | vV1 | First of the two direction vectors creating the plane |
[in] | vV2 | Second of the two direction vectors creating the plane |
PLMATH_API Vector3& PLMath::Vector3::Reflect | ( | const Vector3 & | vIncidentNormal, |
const Vector3 & | vNormal | ||
) |
Calculates a reflection vector.
[in] | vIncidentNormal | Incident normal |
[in] | vNormal | Plane normal which reflects the incident vector (must be normalized) |
Plane normal N | Incident ray I | Reflected ray R \ | / \ | / ________________\|/________________ Plane
PLMATH_API Vector3& PLMath::Vector3::Refract | ( | const Vector3 & | vIncidentNormal, |
const Vector3 & | vNormal, | ||
float | fEtaRatio | ||
) |
Calculates a refraction vector.
[in] | vIncidentNormal | Incident normal |
[in] | vNormal | Plane normal which refracts the incident vector (must be normalized) |
[in] | fEtaRatio | Index of refraction ratio |
Plane normal N | Incident ray I | \ | \ | ________________\|_________________ Plane \ \ \ Refracted ray R
PLMATH_API Vector3 PLMath::Vector3::ClosestPointOnLine | ( | const Vector3 & | vV1, |
const Vector3 & | vV2 | ||
) | const |
PLMATH_API bool PLMath::Vector3::IsPointInTriangle | ( | const Vector3 & | vV1, |
const Vector3 & | vV2, | ||
const Vector3 & | vV3 | ||
) | const |
Check if a point is in a triangle.
[in] | vV1 | First triangle point |
[in] | vV2 | Second triangle point |
[in] | vV3 | Third triangle point |
PLMATH_API Vector3 PLMath::Vector3::ClosestPointOnTriangle | ( | const Vector3 & | vV1, |
const Vector3 & | vV2, | ||
const Vector3 & | vV3 | ||
) | const |
Find the closest point on a triangle to this point.
[in] | vV1 | First triangle point |
[in] | vV2 | Second triangle point |
[in] | vV3 | Third triangle point |
PLMATH_API bool PLMath::Vector3::ClosestPointOnTriangle | ( | const Vector3 & | vV1, |
const Vector3 & | vV2, | ||
const Vector3 & | vV3, | ||
float | fRadius, | ||
Vector3 & | vClosest | ||
) | const |
Find the closest point on a triangle to this point.
[in] | vV1 | First triangle point |
[in] | vV2 | Second triangle point |
[in] | vV3 | Third triangle point |
[in] | fRadius | Point test radius |
[out] | vClosest | Will receive the closest point |
PLMATH_API Vector3 PLMath::Vector3::To2DCoordinate | ( | const Matrix4x4 & | mWorldViewProjection, |
const Rectangle & | cViewportRectangle, | ||
float | fDepthRangeMin = 0.0f , |
||
float | fDepthRangeMax = 1.0f , |
||
float * | pfHomogeneousDivide = nullptr |
||
) | const |
Returns the 2D screen coordinate corresponding to this 3D coordinate.
[in] | mWorldViewProjection | World view projection matrix to use |
[in] | cViewportRectangle | Viewport rectangle to use |
[in] | fDepthRangeMin | Depth range minimum |
[in] | fDepthRangeMax | Depth range maximum |
[in] | pfHomogeneousDivide | If not a null pointer, this receives the homogeneous divide |
PLMATH_API Vector3 PLMath::Vector3::To3DCoordinate | ( | const Matrix4x4 & | mProj, |
const Matrix4x4 & | mView, | ||
const Matrix4x4 & | mWorld, | ||
const Rectangle & | cViewportRectangle | ||
) | const |
Returns the 3D coordinate corresponding to this 2D screen coordinate.
[in] | mProj | Projection matrix to use |
[in] | mView | View matrix to use |
[in] | mWorld | World matrix to use |
[in] | cViewportRectangle | Viewport rectangle to use |
PLMATH_API PLCore::String PLMath::Vector3::ToString | ( | ) | const |
To string.
PLMATH_API bool PLMath::Vector3::FromString | ( | const PLCore::String & | sString | ) |
From string.
[in] | sString | String with the data |
PLMATH_API const Vector3 PLMath::Vector3::Zero [static] |
0.0, 0.0, 0.0
PLMATH_API const Vector3 PLMath::Vector3::One [static] |
1.0, 1.0, 1.0
PLMATH_API const Vector3 PLMath::Vector3::NegativeOne [static] |
-1.0, -1.0, -1.0
PLMATH_API const Vector3 PLMath::Vector3::UnitX [static] |
1.0, 0.0, 0.0
PLMATH_API const Vector3 PLMath::Vector3::UnitY [static] |
0.0, 1.0, 0.0
PLMATH_API const Vector3 PLMath::Vector3::UnitZ [static] |
0.0, 0.0, 1.0
PLMATH_API const Vector3 PLMath::Vector3::NegativeUnitX [static] |
-1.0, 0.0, 0.0
PLMATH_API const Vector3 PLMath::Vector3::NegativeUnitY [static] |
0.0, -1.0, 0.0
PLMATH_API const Vector3 PLMath::Vector3::NegativeUnitZ [static] |
0.0, 0.0, -1.0
float PLMath::Vector3::fV[3] |
Vertex element array access.
float PLMath::Vector3::x |
float PLMath::Vector3::y |
float PLMath::Vector3::z |
float PLMath::Vector3::u |
float PLMath::Vector3::v |
float PLMath::Vector3::w |
float PLMath::Vector3::fPitch |
float PLMath::Vector3::fYaw |
float PLMath::Vector3::fRoll |
union { ... } |
Some direct vertex element accesses.
|