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| cVector3f () noexcept |
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| cVector3f (const SUPER_t &v) noexcept |
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| cVector3f (DVALUE_t _x, DVALUE_t _y, DVALUE_t _z) noexcept |
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DVALUE_t | GetMinAxis (const THIS_t &v2, DVALUE_t fDistMin=k_FLT_MIN2) const |
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bool | IsNearHeight (const THIS_t &v2, DVALUE_t fDist=k_FLT_MIN2) const |
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bool | IsNearXZ (const THIS_t &v2, DVALUE_t fDist=k_FLT_MIN2) const |
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DVALUE_t | GetDistXZ (const THIS_t &v2) const |
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THIS_t | GetProj (const cMatrix4x4f &M) const |
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THIS_t | GetProj2 (const cMatrix4x4f &M) const |
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THIS_t | GetTransNorm (const cMatrix4x4f &M) const |
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THIS_t | GetTransNorm2 (const cMatrix4x4f &M) const |
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THIS_t | GetVectorToTarget (const cVector3f &vTarget) const |
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DVALUE_t | GetDistSeg (const THIS_t &v1, const THIS_t &v2) const |
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RADIANf_t | GetEulerHeading (const THIS_t &v2) const |
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void | SetMin () |
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void | SetMax () |
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void | SetEulerWrapSigned () |
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| UNITTEST2_PREDEF (cVector) |
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| cVecT3 () noexcept |
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| cVecT3 (const SUPER_t &v) noexcept |
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| cVecT3 (const DVALUEDEF_t *pVals) noexcept |
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| cVecT3 (DVALUEDEF_t n0, DVALUEDEF_t n1, DVALUEDEF_t n2=0) noexcept |
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DVALUEDEF_t | get_X () const noexcept |
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DVALUEDEF_t | get_Y () const noexcept |
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DVALUEDEF_t | get_Z () const noexcept |
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const cVecT2< DVALUEDEF_t > & | get_V2 () const noexcept |
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bool | IsSame2D (const THIS_t &pt) const noexcept |
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DVALUEDEF_t | GetDist2DSq (DVALUEDEF_t nX, DVALUEDEF_t nY) const |
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DVALUEDEF_t | GetDist2DSq (const THIS_t &pt) const |
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DVALUEDEF_t | GetDist2D (const THIS_t &pt) const |
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void | InitCross (const THIS_t &rA, const THIS_t &rB) |
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THIS_t | GetCross (const THIS_t &rB) const |
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void | SetCross (const THIS_t &v2) |
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DVALUEDEF_t * | get_T () noexcept |
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const DVALUEDEF_t * | get_CT () const noexcept |
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const cVecT3< DVALUEDEF_t > & | get_CR () const noexcept |
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| operator const DVALUEDEF_t * () const noexcept |
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DVALUEDEF_t | GetElem (int i) const noexcept |
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DVALUEDEF_t | operator[] (int i) const noexcept |
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DVALUEDEF_t & | operator[] (int i) |
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bool | isZero () const noexcept |
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COMPARE_t | Compare (const THIS_t &v2) const noexcept |
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bool | operator== (const THIS_t &v2) const noexcept |
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bool | operator!= (const THIS_t &v2) const noexcept |
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bool | IsNear (const THIS_t &v2, DVALUEDEF_t fDist=(DVALUEDEF_t) k_FLT_MIN2) const |
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DVALUEDEF_t | get_MagnitudeSq () const noexcept |
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DVALUEDEF_t | get_Magnitude () const noexcept |
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cVecT3< DVALUEDEF_t > | operator- () const |
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cVecT3< DVALUEDEF_t > | operator- (const THIS_t &v2) const |
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cVecT3< DVALUEDEF_t > | get_Abs () const |
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cVecT3< DVALUEDEF_t > | GetSum (const THIS_t &v2) const |
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cVecT3< DVALUEDEF_t > | operator+ (const THIS_t &v2) const |
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cVecT3< DVALUEDEF_t > | GetDiff (const THIS_t &v2) const |
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cVecT3< DVALUEDEF_t > | GetScaled (DVALUEDEF_t nScale) const |
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cVecT3< DVALUEDEF_t > | operator* (DVALUEDEF_t nScale) const |
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cVecT3< DVALUEDEF_t > | operator/ (DVALUEDEF_t nScale) const |
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cVecT3< DVALUEDEF_t > | GetMul (const THIS_t &v2) const |
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cVecT3< DVALUEDEF_t > | GetDiv (const THIS_t &v2) const |
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DVALUEDEF_t | GetDistSq (const THIS_t &v2) const |
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DVALUEDEF_t | GetDist (const THIS_t &v2) const |
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DVALUEDEF_t | GetDot (const THIS_t &v2) const |
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cVecT3< DVALUEDEF_t > | get_Normalized () const |
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| operator DVALUEDEF_t * () |
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DVALUEDEF_t & | RefElem (int i) noexcept |
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void | Set (const THIS_t &v) |
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void | SetZero () noexcept |
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DVALUEDEF_t | SetNormalized (void) noexcept |
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bool | put_Magnitude (DVALUEDEF_t nLength) |
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void | SetLerp (const THIS_t &a, const THIS_t &b, DVALUE_t t) |
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const cVecT3< DVALUEDEF_t > & | operator+= (const THIS_t &v2) |
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const cVecT3< DVALUEDEF_t > & | operator+= (DVALUEDEF_t n) |
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const cVecT3< DVALUEDEF_t > & | operator-= (const THIS_t &v2) noexcept |
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const cVecT3< DVALUEDEF_t > & | operator-= (DVALUEDEF_t n) noexcept |
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void | DoScale (DVALUEDEF_t n) noexcept |
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const cVecT3< DVALUEDEF_t > & | operator*= (DVALUEDEF_t nScale) noexcept |
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cVecT3< DVALUEDEF_t > & | operator*= (const THIS_t &v2) noexcept |
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const cVecT3< DVALUEDEF_t > & | operator/= (DVALUEDEF_t nScale) |
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cVecT3< DVALUEDEF_t > & | operator/= (const THIS_t &v2) |
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void | DoMul (const THIS_t &v2) noexcept |
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void | DoDiv (const THIS_t &v2) |
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a 3d vector, can be an Euler orientation. Simplified inline versions of the D3D functions. (so we don't have to bring in the entire D3D library) We will try to conform to HLSL vectors arithmetic in functions & operators like HLSL = float3, XMFLOAT3, CalVector