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eve::math::Math 成员列表

成员的完整列表,这些成员属于 eve::math::Math,包括所有继承而来的类成员

angle2(float x, float y) consteve::math::Math
angleBetween2(float x1, float y1, float x2, float y2) consteve::math::Math
approach(float current, float target, float maxDelta) consteve::math::Math
bezierCubic(float t, float p0, float p1, float p2, float p3) consteve::math::Math
bezierCubic2X(float t, float x0, float y0, float x1, float y1, float x2, float y2, float x3, float y3) consteve::math::Math
bezierCubic2Y(float t, float x0, float y0, float x1, float y1, float x2, float y2, float x3, float y3) consteve::math::Math
bezierQuadratic(float t, float p0, float p1, float p2) consteve::math::Math
bezierQuadratic2X(float t, float x0, float y0, float x1, float y1, float x2, float y2) consteve::math::Math
bezierQuadratic2Y(float t, float x0, float y0, float x1, float y1, float x2, float y2) consteve::math::Math
bias(float t, float b) consteve::math::Math
bilinear(float v00, float v10, float v01, float v11, float u, float v) consteve::math::Math
boxesOverlap(float minAx, float minAy, float minAz, float maxAx, float maxAy, float maxAz, float minBx, float minBy, float minBz, float maxBx, float maxBy, float maxBz) consteve::math::Math
cartesianAngle(float x, float y) consteve::math::Math
cartesianRadius(float x, float y) consteve::math::Math
circleRectOverlap(float cx, float cy, float radius, float rx, float ry, float rw, float rh) consteve::math::Math
circlesOverlap(float x1, float y1, float r1, float x2, float y2, float r2) consteve::math::Math
clamp(float x, float lo, float hi) consteve::math::Math
closestPointOnSegment2X(float px, float py, float ax, float ay, float bx, float by) consteve::math::Math
closestPointOnSegment2Y(float px, float py, float ax, float ay, float bx, float by) consteve::math::Math
closestPointOnSegment3X(float px, float py, float pz, float ax, float ay, float az, float bx, float by, float bz) consteve::math::Math
closestPointOnSegment3Y(float px, float py, float pz, float ax, float ay, float az, float bx, float by, float bz) consteve::math::Math
closestPointOnSegment3Z(float px, float py, float pz, float ax, float ay, float az, float bx, float by, float bz) consteve::math::Math
cross2(float x1, float y1, float x2, float y2) consteve::math::Math
degToRad(float deg) consteve::math::Math
distance2(float x1, float y1, float x2, float y2) consteve::math::Math
distance3(float x1, float y1, float z1, float x2, float y2, float z2) consteve::math::Math
dot2(float x1, float y1, float x2, float y2) consteve::math::Math
dot3(float x1, float y1, float z1, float x2, float y2, float z2) consteve::math::Math
ease(float t, const std::string &kind) consteve::math::Math
fbm2(float x, float y, int octaves=4, float lacunarity=2.f, float gain=0.5f) consteve::math::Math
fbm3(float x, float y, float z, int octaves=4, float lacunarity=2.f, float gain=0.5f) consteve::math::Math
fract(float x) consteve::math::Math
gain(float t, float g) consteve::math::Math
getName() const =0eve::Modulepure virtual
getRandomSeed() consteve::math::Math
hash1(float x) consteve::math::Math
hash2(float x, float y) consteve::math::Math
hash3(float x, float y, float z) consteve::math::Math
inverseLerp(float a, float b, float x) consteve::math::Math
length2(float x, float y) consteve::math::Math
length3(float x, float y, float z) consteve::math::Math
lerp(float a, float b, float t) consteve::math::Math
lerpAngle(float a, float b, float t) consteve::math::Math
Math()eve::math::Math
Module_REG(Math)eve::math::Math
newMat4()eve::math::Math
newMat4RotationZ(float radians)eve::math::Math
newMat4Scale(float sx, float sy, float sz)eve::math::Math
newMat4Translation(float x, float y, float z)eve::math::Math
newVec2(float x=0.f, float y=0.f)eve::math::Math
newVec3(float x=0.f, float y=0.f, float z=0.f)eve::math::Math
noise1(float x) consteve::math::Math
noise2(float x, float y) consteve::math::Math
noise3(float x, float y, float z) consteve::math::Math
normalize2X(float x, float y) consteve::math::Math
normalize2Y(float x, float y) consteve::math::Math
normalize3X(float x, float y, float z) consteve::math::Math
normalize3Y(float x, float y, float z) consteve::math::Math
normalize3Z(float x, float y, float z) consteve::math::Math
perlin2(float x, float y) consteve::math::Math
perlin3(float x, float y, float z) consteve::math::Math
pingPong(float t, float length) consteve::math::Math
pointInBox(float px, float py, float pz, float minX, float minY, float minZ, float maxX, float maxY, float maxZ) consteve::math::Math
pointInCircle(float px, float py, float cx, float cy, float radius) consteve::math::Math
pointInRect(float px, float py, float rx, float ry, float rw, float rh) consteve::math::Math
pointInSphere(float px, float py, float pz, float cx, float cy, float cz, float radius) consteve::math::Math
polarX(float radius, float radians) consteve::math::Math
polarY(float radius, float radians) consteve::math::Math
quantize(float x, float stepSize) consteve::math::Math
radToDeg(float rad) consteve::math::Math
random()eve::math::Math
randomGaussian(float mean, float stddev)eve::math::Math
randomInt(int min, int maxInclusive)eve::math::Math
randomRange(float min, float max)eve::math::Math
raycastBox(float ox, float oy, float oz, float dx, float dy, float dz, float minX, float minY, float minZ, float maxX, float maxY, float maxZ) consteve::math::Math
raycastCircle2(float ox, float oy, float dx, float dy, float cx, float cy, float radius) consteve::math::Math
raycastPlane(float ox, float oy, float oz, float dx, float dy, float dz, float px, float py, float pz, float nx, float ny, float nz) consteve::math::Math
raycastRect2(float ox, float oy, float dx, float dy, float rx, float ry, float rw, float rh) consteve::math::Math
raycastSphere(float ox, float oy, float oz, float dx, float dy, float dz, float cx, float cy, float cz, float radius) consteve::math::Math
rectsOverlap(float x1, float y1, float w1, float h1, float x2, float y2, float w2, float h2) consteve::math::Math
remap(float x, float inMin, float inMax, float outMin, float outMax) consteve::math::Math
ridged2(float x, float y, int octaves=4, float lacunarity=2.f, float gain=0.5f) consteve::math::Math
ridged3(float x, float y, float z, int octaves=4, float lacunarity=2.f, float gain=0.5f) consteve::math::Math
rotate2X(float x, float y, float radians) consteve::math::Math
rotate2Y(float x, float y, float radians) consteve::math::Math
segmentsIntersect(float ax, float ay, float bx, float by, float cx, float cy, float dx, float dy) consteve::math::Math
setRandomSeed(uint32_t seed)eve::math::Math
setRandomSeedFromTime()eve::math::Math
sign(float x) consteve::math::Math
smootherstep(float edge0, float edge1, float x) consteve::math::Math
smoothstep(float edge0, float edge1, float x) consteve::math::Math
snap(float x, float grid) consteve::math::Math
spheresOverlap(float x1, float y1, float z1, float r1, float x2, float y2, float z2, float r2) consteve::math::Math
step(float edge, float x) consteve::math::Math
turbulence2(float x, float y, int octaves=4, float lacunarity=2.f, float gain=0.5f) consteve::math::Math
voronoi2(float x, float y) consteve::math::Math
voronoiEdge2(float x, float y) consteve::math::Math
warpNoise2(float x, float y, float warpAmp=1.f) consteve::math::Math
wrap(float x, float lo, float hi) consteve::math::Math
~Math() override=defaulteve::math::Math
~Module()eve::Moduleinlinevirtual