public static Matrix CreateBillboard( Vector3 objectPosition, Vector3 cameraPosition, Vector3 cameraUp, Vector3? cameraForward) { return new Matrix(Matrix4x4.CreateBillboard(objectPosition, cameraPosition, cameraUp, cameraForward)); }
public DrawableQuad(Vector3 origin, float width, float height, Vector3 normal, Vector3 up, float uvX = 1.0f, float uvY = 1.0f) { _ready = false; vertices = new VertexPositionNormalTexture[4]; indices = new int[6]; _origin = origin; _normal = normal; _up = up; _left = Vector3.Cross(_normal, _up); Vector3 upperCenter = (_up * height / 2) + origin; _upperLeft = upperCenter + (_left * width / 2); _upperRight = upperCenter - (_left * width / 2); _lowerLeft = _upperLeft - (_up * height); _lowerRight = _upperRight - (_up * height); FillVertices(uvX,uvY); }
public static Vector3 Hermite(Vector3 v1,Vector3 t1, Vector3 v2, Vector3 t2, float amount) { return new Vector3(Vector.Hermite(v1,t1, v2,t2, amount)); }
public static float DistanceSquared(Vector3 v1, Vector3 v2) { return Vector.DistanceSquared(v1, v2); }
public static Vector3 Cross(Vector3 v1, Vector3 v2) { return new Vector3(Vector.Cross(v1, v2)); }
public static Vector3 Clamp(Vector3 val, Vector3 min,Vector3 max) { return new Vector3(Vector.Clamp(val, min, max)); }
public static Vector3 CatmullRom(Vector3 v1, Vector3 v2, Vector3 v3, Vector3 v4, float amount) { return new Vector3(Vector.CatmullRom(v1, v2, v3, v4, amount)); }
public static Matrix CreateLookAt(Vector3 pos, Vector3 target, Vector3 up) { return new Matrix(Matrix4x4.CreateLookAt(pos, target, up)); }
public static Vector3 Slerp(Vector3 v1, Vector3 v2, float amount) { return new Vector3(Vector.SmoothStep(v1, v2, amount)); }
public static Matrix CreateConstrainedBillboard( Vector3 objectPosition, Vector3 cameraPosition, Vector3 rotateAxis, Vector3? cameraForward, Vector3? objectForward) { return new Matrix(Matrix4x4.CreateConstrainedBillboard(objectPosition, cameraPosition, rotateAxis, cameraForward, objectForward)); }
public static Matrix CreateWorld(Vector3 pos, Vector3 forward, Vector3 up) { return new Matrix(Matrix4x4.CreateWorld(pos, forward, up)); }
public static Matrix CreateTranslation(Vector3 pos) { return new Matrix(Matrix4x4.CreateTranslation(pos)); }
public static Matrix CreateScale(Vector3 scale) { return new Matrix(Matrix4x4.CreateScale(scale)); }
public static Vector3 Lerp(Vector3 v1, Vector3 v2, float amount) { return new Vector3(Vector.Lerp(v1, v2, amount)); }
public static Quaterion FromAxisAngle(Vector3 axis, float angle) { return Quat.CreateFromAxisAngle(axis,angle); }
public static Vector3 Reflect(Vector3 v, Vector3 n) { return Vector.Reflect(v, n); }
public static Vector3 Barycentric(Vector3 v1, Vector3 v2, Vector3 v3, float a1,float a2) { return new Vector3(Vector.Barycentric(v1, v2, v3, a1,a2)); }
public static Vector3 Transform(Vector3 val, Matrix transform) { return new Vector3(Vector.Transform(val,transform)); }
public BoundingSphere(Vector3 center, float radius) { _sphere = new Sphere(center, radius); }