MODULE = Ogre PACKAGE = Ogre::Math
static int
Math::IAbs(int iValue)
static int
Math::ICeil(float fValue)
static int
Math::IFloor(float fValue)
static int
Math::ISign(int iValue)
## XXX: there are also Degree and Radian versions of this
static Real
Math::Abs(Real fValue)
#static Radian *
#Math::ACos(Real fValue)
#
#static Radian *
#Math::ASin(Real fValue)
#
#static Radian *
#Math::ATan(Real fValue)
#
#static Radian *
#Math::ATan2(Real fY, Real fX)
static Real
Math::Ceil(Real fValue)
## XXX: there is also a Real (not Degree??) version of this
static Real
Math::Cos(fValue, useTables=false)
Radian * fValue
bool useTables
C_ARGS:
*fValue, useTables
static Real
Math::Exp(Real fValue)
static Real
Math::Floor(Real fValue)
static Real
Math::Log(Real fValue)
static Real
Math::Pow(Real fBase, Real fExponent)
## XXX: there are also Radian and Degree versions of this
static Real
Math::Sign(Real fValue)
## XXX: there is also a Real (not Degree??) version of this
static Real
Math::Sin(fValue, useTables=false)
Radian * fValue
bool useTables
C_ARGS:
*fValue, useTables
static Real
Math::Sqr(Real fValue)
## XXX: there are also Radian and Degree versions of this
static Real
Math::Sqrt(Real fValue)
static Real
Math::InvSqrt(Real fValue)
static Real
Math::UnitRandom()
static Real
Math::RangeRandom(Real fLow, Real fHigh)
static Real
Math::SymmetricRandom()
## XXX: there is also a Real (not Degree??) version of this
static Real
Math::Tan(fValue, useTables=false)
Radian * fValue
bool useTables
C_ARGS:
*fValue, useTables
static Real
Math::DegreesToRadians(Real degrees)
static Real
Math::RadiansToDegrees(Real radians)
## XXX: this is deprecated
static void
Math::setAngleUnit(unit)
int unit
C_ARGS:
(Ogre::Math::AngleUnit)unit
static int
Math::getAngleUnit()
static Real
Math::AngleUnitsToRadians(Real units)
static Real
Math::RadiansToAngleUnits(Real radians)
static Real
Math::AngleUnitsToDegrees(Real units)
static Real
Math::DegreesToAngleUnits(Real degrees)
static bool
Math::pointInTri2D(p, a, b, c)
Vector2 * p
Vector2 * a
Vector2 * b
Vector2 * c
C_ARGS:
*p, *a, *b, *c
static bool
Math::pointInTri3D(p, a, b, c, normal)
Vector3 * p
Vector3 * a
Vector3 * b
Vector3 * c
Vector3 * normal
C_ARGS:
*p, *a, *b, *c, *normal
#static std::pair< bool, Real >
#Math::intersects(const Ray &ray, const Plane &plane)
#
#static std::pair< bool, Real >
#Math::intersects(const Ray &ray, const Sphere &sphere, bool discardInside=true)
#
#static std::pair< bool, Real >
#Math::intersects(const Ray &ray, const AxisAlignedBox &box)
#
#static bool
#Math::intersects(const Ray &ray, const AxisAlignedBox &box, Real *d1, Real *d2)
#
#static std::pair< bool, Real >
#Math::intersects(const Ray &ray, const Vector3 &a, const Vector3 &b, const Vector3 &c, const Vector3 &normal, bool positiveSide=true, bool negativeSide=true)
#
#static std::pair< bool, Real >
#Math::intersects(const Ray &ray, const Vector3 &a, const Vector3 &b, const Vector3 &c, bool positiveSide=true, bool negativeSide=true)
#
#static bool
#Math::intersects(const Sphere &sphere, const AxisAlignedBox &box)
#
#static bool
#Math::intersects(const Plane &plane, const AxisAlignedBox &box)
#
#static std::pair< bool, Real >
#Math::intersects(const Ray &ray, const std::vector< Plane > &planeList, bool normalIsOutside)
#
#static std::pair< bool, Real >
#Math::intersects(const Ray &ray, const std::list< Plane > &planeList, bool normalIsOutside)
#
#static bool
#Math::intersects(const Sphere &sphere, const Plane &plane)
## XXX: left out 3rd arg
## static bool RealEqual (Real a, Real b, Real tolerance=std::numeric_limits< Real >::epsilon())
static bool
Math::RealEqual(Real a, Real b)
CODE:
RETVAL = Math::RealEqual(a, b);
OUTPUT:
RETVAL
#static Vector3
#Math::calculateTangentSpaceVector(const Vector3 &position1, const Vector3 &position2, const Vector3 &position3, Real u1, Real v1, Real u2, Real v2, Real u3, Real v3)
#
#static Matrix4
#Math::buildReflectionMatrix(const Plane &p)
#
#static Vector4
#Math::calculateFaceNormal(const Vector3 &v1, const Vector3 &v2, const Vector3 &v3)
#
#static Vector3
#Math::calculateBasicFaceNormal(const Vector3 &v1, const Vector3 &v2, const Vector3 &v3)
#
#static Vector4
#Math::calculateFaceNormalWithoutNormalize(const Vector3 &v1, const Vector3 &v2, const Vector3 &v3)
#
#static Vector3
#Math::calculateBasicFaceNormalWithoutNormalize(const Vector3 &v1, const Vector3 &v2, const Vector3 &v3)
static Real
Math::gaussianDistribution(Real x, Real offset=0.0f, Real scale=1.0f)
### note: there are also Static Public Attributes, like TWO_PI,
### at the bottom of Ogre.xs