HzMath¶
static class · namespace Hazel
Fields¶
| Field | Description |
|---|---|
public const float EPSILON = 1e-6f |
|
public const float MIN_NORM = 1e-9f |
|
public const float PI = 3.14159265358979323846f |
|
public const float TWO_PI = 2.0f * PI |
Methods¶
AxisAngleFromQuat(Quaternion, float)¶
static
Clamp(T, T, T)¶
static
CombineFrameTransforms(Vector3, Quaternion, Vector3, Quaternion, Vector3, Quaternion)¶
static
public static void CombineFrameTransforms(in Vector3 t01, in Quaternion q01, in Vector3 t12, in Quaternion q12, out Vector3 outPos, out Quaternion outQuat)
ComputeAngularVelocity(Quaternion, Quaternion, float)¶
static
public static Vector3 ComputeAngularVelocity(in Quaternion currentQuat, in Quaternion previousQuat, float deltaTime)
ComputeLinearVelocity(Vector3, Vector3, float)¶
static
public static Vector3 ComputeLinearVelocity(in Vector3 currentPos, in Vector3 previousPos, float deltaTime)
MatrixFromQuat6D(Quaternion, float[], int)¶
static
NormalizeAngle(float)¶
static
QuatApply(Quaternion, Vector3)¶
static
QuatApplyInverse(Quaternion, Vector3)¶
static
QuatConjugate(Quaternion)¶
static
QuatInverse(Quaternion)¶
static
QuatMultiply(Quaternion, Quaternion)¶
static
SampleGaussian(System.Random, float)¶
static
SubtractFrameTransforms(Vector3, Quaternion, Vector3, Quaternion, Vector3, Quaternion)¶
static
public static void SubtractFrameTransforms(in Vector3 t01, in Quaternion q01, in Vector3 t02, in Quaternion q02, out Vector3 outPos, out Quaternion outQuat)
Source: Hazel/Learn/Utilities/HzMath.cs