Static Public Member Functions | |
| static void | RayFromScreenPos (Viewport viewport, Matrix proj, Matrix view, Vector2 screenPos, out Vector3 rayOrig, out Vector3 rayDir) |
| This build a ray in 3D space from screen positions. This is usefull for example when we click on the application window and we know on which object in our 3D world we did click. This needs a valid viewport and the right projection and view matrices that has been used to render the image currently displayed. | |
| static Vector3 | PositionFromMat (Matrix mat) |
| Extract a vector from a 4x4 matrix. If the 4x4 matrix is the world matrix used to position a node in 3D space this will extract the node position. | |
| static Vector3 | YawPitchRollFromQuat (Quaternion quat) |
| This does extract Yaw Pitch Roll value from a quaternion. Values are in radiant. Yaw = returnVector.X Pitch = returnVector.Y Roll = returnVector.Z. | |
| static Vector3 | YawPitchRollFromMat (Matrix mat) |
| This does extract Yaw Pitch Roll from a 4x4 matrix. Please see above for description of the return vector. Once again values are radiant. | |
| static float | ResetToNullIfTooSmall (float val, double threshold) |
| static Vector3 | YawPitchRollFromMatInDegree (Matrix mat) |
| Same as YawPitchRollFromMat except the return values are in degrees. | |
| static Vector3 | RadianToDegree (Vector3 yawpitchroll) |
| In case you need to transform radian to degree the result from YawPitchRoll functions. | |
| static Vector3 | DegreeToRadian (Vector3 yawpitchroll) |
| Symetric function to RadianToDegree. | |
| static double | Clamp (double val, double low, double high) |
| The return value will be val clamped by low and high. | |
| static float | SignedDistance (Plane plane, Vector3 point) |
| This does return the signed distance to a plane. Interesting to know on which side we stand. | |
| static planeRelativePosition | GetPlaneRelativePosition (Plane plane, BBox bbox) |
| This function is helpful to determine on which side we stand or if we do intersect. See PlaneRelativePosition enumeration for possible results. | |
| static float | GetSmallest (float[] vec) |
| This function will return the smallest value from the provided vector. | |
| static float | GetHighest (float[] vec) |
| Will return the highest value in the procided vector. | |
| static void | CopyMatrixValues (Matrix matDest, Matrix matSrc) |
| Will copy the values from matSrc to matDest values. | |
| static float | Distance (SceneNode n1, SceneNode n2) |
| Compute the distance of one scene node to another. | |
| static float | Distance (Vector3 v1, Vector3 v2) |
| Compute the distance from one point in space to another. | |
| static Matrix | ExtractRot (Matrix mat) |
| Extract a rotation only matrix from a 4x4 matrix. | |
| static Vector3 | ExtractPosition (Matrix mat) |
| Extract position from a 4x4 matrix. | |
| static void | RayFromScreenPos (Viewport viewport, Matrix proj, Matrix view, Vector2 screenPos, out Vector3 rayOrig, out Vector3 rayDir) |
| This build a ray in 3D space from screen positions. This is usefull for example when we click on the application window and we know on which object in our 3D world we did click. This needs a valid viewport and the right projection and view matrices that has been used to render the image currently displayed. | |
| static Vector3 | PositionFromMat (Matrix mat) |
| Extract a vector from a 4x4 matrix. If the 4x4 matrix is the world matrix used to position a node in 3D space this will extract the node position. | |
| static Vector3 | YawPitchRollFromQuat (Quaternion quat) |
| This does extract Yaw Pitch Roll value from a quaternion. Values are in radiant. Yaw = returnVector.X Pitch = returnVector.Y Roll = returnVector.Z. | |
| static Vector3 | YawPitchRollFromMat (Matrix mat) |
| This does extract Yaw Pitch Roll from a 4x4 matrix. Please see above for description of the return vector. Once again values are radiant. | |
| static float | ResetToNullIfTooSmall (float val, double threshold) |
| static Vector3 | YawPitchRollFromMatInDegree (Matrix mat) |
| Same as YawPitchRollFromMat except the return values are in degrees. | |
| static Vector3 | RadianToDegree (Vector3 yawpitchroll) |
| In case you need to transform radian to degree the result from YawPitchRoll functions. | |
| static Vector3 | DegreeToRadian (Vector3 yawpitchroll) |
| Symetric function to RadianToDegree. | |
| static double | Clamp (double val, double low, double high) |
| The return value will be val clamped by low and high. | |
| static float | SignedDistance (Plane plane, Vector3 point) |
| This does return the signed distance to a plane. Interesting to know on which side we stand. | |
| static planeRelativePosition | GetPlaneRelativePosition (Plane plane, BBox bbox) |
| This function is helpful to determine on which side we stand or if we do intersect. See PlaneRelativePosition enumeration for possible results. | |
| static float | GetSmallest (float[] vec) |
| This function will return the smallest value from the provided vector. | |
| static float | GetHighest (float[] vec) |
| Will return the highest value in the procided vector. | |
| static void | CopyMatrixValues (Matrix matDest, Matrix matSrc) |
| Will copy the values from matSrc to matDest values. | |
| static float | Distance (SceneNode n1, SceneNode n2) |
| Compute the distance of one scene node to another. | |
| static float | Distance (Vector3 v1, Vector3 v2) |
| Compute the distance from one point in space to another. | |
| static Matrix | ExtractRot (Matrix mat) |
| Extract a rotation only matrix from a 4x4 matrix. | |
| static Vector3 | ExtractPosition (Matrix mat) |
| Extract position from a 4x4 matrix. | |
Definition at line 651 of file MathUtil.cs.
| static double DXGfxLib.MathUtil.Clamp | ( | double | val, | |
| double | low, | |||
| double | high | |||
| ) | [static] |
The return value will be val clamped by low and high.
| val | ||
| low | ||
| high |
Definition at line 796 of file MathUtil.cs.
| static double DXGfxLib.MathUtil.Clamp | ( | double | val, | |
| double | low, | |||
| double | high | |||
| ) | [static] |
The return value will be val clamped by low and high.
| val | ||
| low | ||
| high |
Definition at line 796 of file MathUtil.cs.
| static void DXGfxLib.MathUtil.CopyMatrixValues | ( | Matrix | matDest, | |
| Matrix | matSrc | |||
| ) | [static] |
Will copy the values from matSrc to matDest values.
| matDest | ||
| matSrc |
Definition at line 919 of file MathUtil.cs.
| static void DXGfxLib.MathUtil.CopyMatrixValues | ( | Matrix | matDest, | |
| Matrix | matSrc | |||
| ) | [static] |
Will copy the values from matSrc to matDest values.
| matDest | ||
| matSrc |
Definition at line 919 of file MathUtil.cs.

| static Vector3 DXGfxLib.MathUtil.DegreeToRadian | ( | Vector3 | yawpitchroll | ) | [static] |
Symetric function to RadianToDegree.
| yawpitchroll |
Definition at line 780 of file MathUtil.cs.
| static Vector3 DXGfxLib.MathUtil.DegreeToRadian | ( | Vector3 | yawpitchroll | ) | [static] |
Symetric function to RadianToDegree.
| yawpitchroll |
Definition at line 780 of file MathUtil.cs.
| static float DXGfxLib.MathUtil.Distance | ( | Vector3 | v1, | |
| Vector3 | v2 | |||
| ) | [static] |
Compute the distance from one point in space to another.
| v1 | ||
| v2 |
Definition at line 959 of file MathUtil.cs.
Compute the distance of one scene node to another.
| n1 | ||
| n2 |
Definition at line 948 of file MathUtil.cs.

| static float DXGfxLib.MathUtil.Distance | ( | Vector3 | v1, | |
| Vector3 | v2 | |||
| ) | [static] |
Compute the distance from one point in space to another.
| v1 | ||
| v2 |
Definition at line 959 of file MathUtil.cs.
Compute the distance of one scene node to another.
| n1 | ||
| n2 |
Definition at line 948 of file MathUtil.cs.

| static Vector3 DXGfxLib.MathUtil.ExtractPosition | ( | Matrix | mat | ) | [static] |
Extract position from a 4x4 matrix.
| mat |
Definition at line 988 of file MathUtil.cs.
| static Vector3 DXGfxLib.MathUtil.ExtractPosition | ( | Matrix | mat | ) | [static] |
Extract position from a 4x4 matrix.
| mat |
Definition at line 988 of file MathUtil.cs.
| static Matrix DXGfxLib.MathUtil.ExtractRot | ( | Matrix | mat | ) | [static] |
Extract a rotation only matrix from a 4x4 matrix.
| mat |
Definition at line 970 of file MathUtil.cs.

| static Matrix DXGfxLib.MathUtil.ExtractRot | ( | Matrix | mat | ) | [static] |
Extract a rotation only matrix from a 4x4 matrix.
| mat |
Definition at line 970 of file MathUtil.cs.

| static float DXGfxLib.MathUtil.GetHighest | ( | float[] | vec | ) | [static] |
Will return the highest value in the procided vector.
| vec |
Definition at line 902 of file MathUtil.cs.
| static float DXGfxLib.MathUtil.GetHighest | ( | float[] | vec | ) | [static] |
Will return the highest value in the procided vector.
| vec |
Definition at line 902 of file MathUtil.cs.
| static planeRelativePosition DXGfxLib.MathUtil.GetPlaneRelativePosition | ( | Plane | plane, | |
| BBox | bbox | |||
| ) | [static] |
This function is helpful to determine on which side we stand or if we do intersect. See PlaneRelativePosition enumeration for possible results.
| plane | ||
| bbox |
Definition at line 828 of file MathUtil.cs.

| static planeRelativePosition DXGfxLib.MathUtil.GetPlaneRelativePosition | ( | Plane | plane, | |
| BBox | bbox | |||
| ) | [static] |
This function is helpful to determine on which side we stand or if we do intersect. See PlaneRelativePosition enumeration for possible results.
| plane | ||
| bbox |
Definition at line 828 of file MathUtil.cs.

| static float DXGfxLib.MathUtil.GetSmallest | ( | float[] | vec | ) | [static] |
This function will return the smallest value from the provided vector.
| vec |
Definition at line 885 of file MathUtil.cs.
| static float DXGfxLib.MathUtil.GetSmallest | ( | float[] | vec | ) | [static] |
This function will return the smallest value from the provided vector.
| vec |
Definition at line 885 of file MathUtil.cs.
| static Vector3 DXGfxLib.MathUtil.PositionFromMat | ( | Matrix | mat | ) | [static] |
Extract a vector from a 4x4 matrix. If the 4x4 matrix is the world matrix used to position a node in 3D space this will extract the node position.
| mat |
Definition at line 683 of file MathUtil.cs.
| static Vector3 DXGfxLib.MathUtil.PositionFromMat | ( | Matrix | mat | ) | [static] |
Extract a vector from a 4x4 matrix. If the 4x4 matrix is the world matrix used to position a node in 3D space this will extract the node position.
| mat |
Definition at line 683 of file MathUtil.cs.
| static Vector3 DXGfxLib.MathUtil.RadianToDegree | ( | Vector3 | yawpitchroll | ) | [static] |
In case you need to transform radian to degree the result from YawPitchRoll functions.
| yawpitchroll |
Definition at line 766 of file MathUtil.cs.
| static Vector3 DXGfxLib.MathUtil.RadianToDegree | ( | Vector3 | yawpitchroll | ) | [static] |
In case you need to transform radian to degree the result from YawPitchRoll functions.
| yawpitchroll |
Definition at line 766 of file MathUtil.cs.
| static void DXGfxLib.MathUtil.RayFromScreenPos | ( | Viewport | viewport, | |
| Matrix | proj, | |||
| Matrix | view, | |||
| Vector2 | screenPos, | |||
| out Vector3 | rayOrig, | |||
| out Vector3 | rayDir | |||
| ) | [static] |
This build a ray in 3D space from screen positions. This is usefull for example when we click on the application window and we know on which object in our 3D world we did click. This needs a valid viewport and the right projection and view matrices that has been used to render the image currently displayed.
| viewport | ||
| proj | ||
| view | ||
| screenPos | ||
| rayOrig | ||
| rayDir |
Definition at line 664 of file MathUtil.cs.
| static void DXGfxLib.MathUtil.RayFromScreenPos | ( | Viewport | viewport, | |
| Matrix | proj, | |||
| Matrix | view, | |||
| Vector2 | screenPos, | |||
| out Vector3 | rayOrig, | |||
| out Vector3 | rayDir | |||
| ) | [static] |
This build a ray in 3D space from screen positions. This is usefull for example when we click on the application window and we know on which object in our 3D world we did click. This needs a valid viewport and the right projection and view matrices that has been used to render the image currently displayed.
| viewport | ||
| proj | ||
| view | ||
| screenPos | ||
| rayOrig | ||
| rayDir |
Definition at line 664 of file MathUtil.cs.
| static float DXGfxLib.MathUtil.ResetToNullIfTooSmall | ( | float | val, | |
| double | threshold | |||
| ) | [static] |
Definition at line 738 of file MathUtil.cs.
| static float DXGfxLib.MathUtil.ResetToNullIfTooSmall | ( | float | val, | |
| double | threshold | |||
| ) | [static] |
Definition at line 738 of file MathUtil.cs.
| static float DXGfxLib.MathUtil.SignedDistance | ( | Plane | plane, | |
| Vector3 | point | |||
| ) | [static] |
This does return the signed distance to a plane. Interesting to know on which side we stand.
| plane | ||
| point |
Definition at line 816 of file MathUtil.cs.
| static float DXGfxLib.MathUtil.SignedDistance | ( | Plane | plane, | |
| Vector3 | point | |||
| ) | [static] |
This does return the signed distance to a plane. Interesting to know on which side we stand.
| plane | ||
| point |
Definition at line 816 of file MathUtil.cs.

| static Vector3 DXGfxLib.MathUtil.YawPitchRollFromMat | ( | Matrix | mat | ) | [static] |
This does extract Yaw Pitch Roll from a 4x4 matrix. Please see above for description of the return vector. Once again values are radiant.
| mat |
Definition at line 706 of file MathUtil.cs.
| static Vector3 DXGfxLib.MathUtil.YawPitchRollFromMat | ( | Matrix | mat | ) | [static] |
This does extract Yaw Pitch Roll from a 4x4 matrix. Please see above for description of the return vector. Once again values are radiant.
| mat |
Definition at line 706 of file MathUtil.cs.

| static Vector3 DXGfxLib.MathUtil.YawPitchRollFromMatInDegree | ( | Matrix | mat | ) | [static] |
Same as YawPitchRollFromMat except the return values are in degrees.
| mat |
Definition at line 753 of file MathUtil.cs.

| static Vector3 DXGfxLib.MathUtil.YawPitchRollFromMatInDegree | ( | Matrix | mat | ) | [static] |
Same as YawPitchRollFromMat except the return values are in degrees.
| mat |
Definition at line 753 of file MathUtil.cs.

| static Vector3 DXGfxLib.MathUtil.YawPitchRollFromQuat | ( | Quaternion | quat | ) | [static] |
This does extract Yaw Pitch Roll value from a quaternion. Values are in radiant. Yaw = returnVector.X Pitch = returnVector.Y Roll = returnVector.Z.
| quat |
Definition at line 694 of file MathUtil.cs.

| static Vector3 DXGfxLib.MathUtil.YawPitchRollFromQuat | ( | Quaternion | quat | ) | [static] |
This does extract Yaw Pitch Roll value from a quaternion. Values are in radiant. Yaw = returnVector.X Pitch = returnVector.Y Roll = returnVector.Z.
| quat |
Definition at line 694 of file MathUtil.cs.

1.5.8