42 static core::vector3df
lerp(
const core::vector3df& a,
const core::vector3df& b,
float t);
51 static core::vector3df
slerp(
const core::vector3df& a,
const core::vector3df& b,
float t);
59 static core::vector3df
reflect(
const core::vector3df& inDirection,
const core::vector3df& normal);
67 static float angle(
const core::vector3df& a,
const core::vector3df& b);
75 static core::vector3df
project(
const core::vector3df& vector,
const core::vector3df& onNormal);
83 static core::vector3df
projectOnPlane(
const core::vector3df& vector,
const core::vector3df& planeNormal);
91 static bool isParallel(
const core::vector3df& a,
const core::vector3df& b);
107 static core::quaternion
getQuaternionFromAxes(
const core::vector3df& xAxis,
const core::vector3df& yAxis,
const core::vector3df& zAxis);
Common vector and quaternion math helpers.
Definition CVector.h:32
static core::vector3df reflect(const core::vector3df &inDirection, const core::vector3df &normal)
Reflect a direction vector around a normal.
static float angle(const core::vector3df &a, const core::vector3df &b)
Calculate the angle between two vectors in radians.
static core::vector3df project(const core::vector3df &vector, const core::vector3df &onNormal)
Project a vector onto another vector.
static core::quaternion getQuaternionFromAxes(const core::vector3df &xAxis, const core::vector3df &yAxis, const core::vector3df &zAxis)
Build a quaternion from three orthogonal basis axes.
static core::vector3df slerp(const core::vector3df &a, const core::vector3df &b, float t)
Spherically interpolate between two direction vectors.
static core::vector3df lerp(const core::vector3df &a, const core::vector3df &b, float t)
Linearly interpolate between two vectors.
static core::vector3df projectOnPlane(const core::vector3df &vector, const core::vector3df &planeNormal)
Project a vector onto a plane.
static bool isParallel(const core::vector3df &a, const core::vector3df &b)
Test whether two vectors are parallel or anti-parallel.
static core::vector3df quaternionToEuler(const core::quaternion &q)
Convert a quaternion to Euler angles.
Everything in the Skylicht Engine. You can start by looking at the topics.
Definition AudioDebugLog.h:29