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  • Vim.Math3d
    • AABox
    • AABox2D
    • AABox4D
    • AngularMotion
    • AxisAngle
    • Byte2
    • Byte3
    • Byte4
    • ColorHDR
    • ColorRGB
    • ColorRGBA
    • Complex
    • Constants
    • ContainmentType
    • CylindricalCoordinate
    • DAABox
    • DAABox2D
    • DAABox4D
    • DInterval
    • DPlane
    • DQuaternion
    • DRay
    • DSphere
    • DVector2
    • DVector3
    • DVector4
    • Euler
    • GeoCoordinate
    • Hash
    • HorizontalCoordinate
    • IMappable<TContainer, TPart>
    • Int2
    • Int3
    • Int4
    • Interval
    • IPoints
    • IPoints2D
    • ITransformable3D<TSelf>
    • Line
    • Line2D
    • LinearMotion
    • LinqUtil
    • LogPolarCoordinate
    • MathOps
    • Matrix4x4
    • Motion
    • MovementExtensions
    • Plane
    • PlaneIntersectionType
    • PolarCoordinate
    • Quad
    • Quad2D
    • Quaternion
    • Ray
    • Sphere
    • SphericalCoordinate
    • StatelessRandom
    • Stats<T>
    • Transform
    • Transformable3D
    • Triangle
    • Triangle2D
    • Vector2
    • Vector3
    • Vector4

Class Transformable3D

Inheritance
System.Object
Transformable3D
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: Vim.Math3d
Assembly: Vim.Math3D.dll
public static class Transformable3D

Methods

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LookAt<T>(ITransformable3D<T>, Vector3, Vector3, Vector3)

public static T LookAt<T>(this ITransformable3D<T> self, Vector3 cameraPosition, Vector3 cameraTarget, Vector3 cameraUpVector)
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Multiply(Matrix4x4[])

public static Matrix4x4 Multiply(params Matrix4x4[] matrices)
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Reflect<T>(ITransformable3D<T>, Plane)

public static T Reflect<T>(this ITransformable3D<T> self, Plane plane)
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Rotate<T>(ITransformable3D<T>, Single, Single, Single)

public static T Rotate<T>(this ITransformable3D<T> self, float yaw, float pitch, float roll)
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Rotate<T>(ITransformable3D<T>, Quaternion)

public static T Rotate<T>(this ITransformable3D<T> self, Quaternion q)
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RotateAround<T>(ITransformable3D<T>, Vector3, Single)

public static T RotateAround<T>(this ITransformable3D<T> self, Vector3 axis, float angle)
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RotateX<T>(ITransformable3D<T>, Single)

public static T RotateX<T>(this ITransformable3D<T> self, float angle)
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RotateY<T>(ITransformable3D<T>, Single)

public static T RotateY<T>(this ITransformable3D<T> self, float angle)
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RotateZ<T>(ITransformable3D<T>, Single)

public static T RotateZ<T>(this ITransformable3D<T> self, float angle)
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Scale<T>(ITransformable3D<T>, Single)

public static T Scale<T>(this ITransformable3D<T> self, float scale)
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Scale<T>(ITransformable3D<T>, Single, Single, Single)

public static T Scale<T>(this ITransformable3D<T> self, float x, float y, float z)
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Scale<T>(ITransformable3D<T>, Vector3)

public static T Scale<T>(this ITransformable3D<T> self, Vector3 scales)
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ScaleX<T>(ITransformable3D<T>, Single)

public static T ScaleX<T>(this ITransformable3D<T> self, float x)
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ScaleY<T>(ITransformable3D<T>, Single)

public static T ScaleY<T>(this ITransformable3D<T> self, float y)
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ScaleZ<T>(ITransformable3D<T>, Single)

public static T ScaleZ<T>(this ITransformable3D<T> self, float z)
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Transform<T>(ITransformable3D<T>, Matrix4x4[])

public static T Transform<T>(this ITransformable3D<T> self, params Matrix4x4[] matrices)
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Translate<T>(ITransformable3D<T>, Single, Single, Single)

public static T Translate<T>(this ITransformable3D<T> self, float x, float y, float z)
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Translate<T>(ITransformable3D<T>, Vector3)

public static T Translate<T>(this ITransformable3D<T> self, Vector3 offset)
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TranslateRotateScale<T>(ITransformable3D<T>, Vector3, Quaternion, Vector3)

public static T TranslateRotateScale<T>(this ITransformable3D<T> self, Vector3 pos, Quaternion rot, Vector3 scale)
    where T : ITransformable3D<T>
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