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AppEasy Core SDK
1.5.0
Cross platform mobile and desktop app and game development SDK - The easy way to make apps
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abs(float n) | CzMath | [static] |
abs(int n) | CzMath | [static] |
acos(float n) | CzMath | [static] |
AngleDiff(float a1, float a2) | CzMath | [static] |
atan(float n) | CzMath | [static] |
atan2(float n1, float n2) | CzMath | [static] |
CalcSlideVelocity(CzVec3 &original_pos, CzVec3 &original_vel, CzVec3 &pop, CzVec3 &normal, CzVec3 &cp) | CzMath | [static] |
cos(float n) | CzMath | [static] |
CuboidIntersectTest(CzVec3 &box1_pos, CzVec3 &box1_size, CzVec3 &box2_pos, CzVec3 &box2_size) | CzMath | [static] |
DegToRad(float n) | CzMath | [static] |
LineIntersectCappedCylinder(CzVec3 &line_start, CzVec3 &line_end, CzVec3 &cyl_start, CzVec3 &cyl_end, float radius, CzVec3 &out) | CzMath | [static] |
LineIntersectPlane(CzVec3 &line_start, CzVec3 &line_end, CzVec3 &pop, CzVec3 &normal, CzVec3 &out) | CzMath | [static] |
PointClosestToPerimeter(CzVec3 &point, CzVec3 *v, int nNumLines, CzVec3 &out) | CzMath | [static] |
PointDistanceToPlane(CzVec3 &point, CzVec3 &pop, CzVec3 &normal) | CzMath | [static] |
PointInsidePolygon(CzVec3 &point, CzVec3 *poly, int nNumPoints) | CzMath | [static] |
PointInsidePolygon2D(CzVec3 &point, CzVec3 *poly, int nNumPoints) | CzMath | [static] |
PointIntersectWedge(CzVec3 &wedge_base_pos, CzVec3 &wedge_size, int type, CzVec3 &pos) | CzMath | [static] |
PointProjectOntoPlane(CzVec3 &point, CzVec3 &pop, CzVec3 &normal, CzVec3 &out) | CzMath | [static] |
QuatSLERP(float *pQ1, float *pQ2, float *pQOut, float t) | CzMath | [static] |
RadToDeg(float n) | CzMath | [static] |
Rand() | CzMath | [static] |
Rand(float range) | CzMath | [static] |
RayIntersectSphere(CzVec3 &ray_pos, CzVec3 &ray_dir, CzVec3 &sphere_pos, float radius, CzVec3 &out) | CzMath | [static] |
SeedRand(unsigned int seed) | CzMath | [static] |
sin(float n) | CzMath | [static] |
SphereIntersectCuboidTest(CzVec3 &sphere_pos, float sphere_size, CzVec3 &box_pos, CzVec3 &box_size) | CzMath | [static] |
SphereIntersectPlane(CzVec3 &sphere_pos, CzVec3 &sphere_vel, CzVec3 &pop, CzVec3 &normal, CzVec3 &out, float radius) | CzMath | [static] |
sqrt(float n) | CzMath | [static] |
tan(float n) | CzMath | [static] |