Class MR
void MR.Trace(string sText)
void MR.SpawnObject()
void MR.PlayMusic(string sMusic,string sBlock)
void MR.SetHealth(float fHealth)
float MR.GetHealth()
void MR.StopEffectInObject(string sEffect,CObject3DLua pObj)
Vector3 MR.GetNodePos(string sName,Vector3 vPos)
string MR.GetCurCity()
bool MR.IsAnyUfoActive()
bool MR.IsAnyDanger()
void MR.PlayEffect(string sName)
void MR.PlayEffect(string sName,Vector3 vPos)
void MR.PlayEffect(string sName,CObject3DLua pObj)
void MR.PlaySfx(string sSound)
void MR.SetCamera(Vector3 vPos,Vector3 vDir,Vector3 vUp)
Vector3 MR.GetCameraPosition()
Vector3 MR.GetCameraDirection()
Vector3 MR.GetCameraUp()
float MR.GetTime()
void MR.RenderSegment(Segment segment,Color color)
void MR.RenderTriangle(Triangle triangle,Color color)
void MR.RenderArrow(Vector3 vFrom,Vector3 vTo,Color color)
void MR.RenderSphere(Sphere sphere,Color color)
void MR.RenderCapsule(Capsule capsule,Color color)
void MR.RenderBox(Box box,Color color)
void MR.RenderObb(Obb obb,Color color)
void MR.PushTrees(Sphere sphere,bool bJustOne)
void MR.Explode(Sphere sphere)
void MR.Explode(Capsule capsule)
void MR.ThrowBuilding(Vector3 vPos,Vector3 vVel)
void MR.CutBuildingInPieces(Vector3 vPos,bool bIrregular)
void MR.CutBuilding(Vector3 vPos,Vector3 vVel)
void MR.InitSkyscraperDomino(Vector3 vPos)
void MR.InitIncandescentSphere(Vector3 vPos)
void MR.ZipperBuilding(Vector3 vPos,Vector3 vDir)
void MR.DisintegrateBuildings(Vector3 vPos)
void MR.LaunchManyCars(Sphere sphere)
void MR.LaunchCars(Sphere sphere,Vector3 vVelAdd)
void MR.MakeRoadHole(Vector3 vFrom)
Object3D MR.DynamizeBuilding(Vector3 vPos)
void MR.ThrowModels(MR self,Sphere sphere,UINT number)
void MR.AddLocalFog(Sphere sphere)
void MR.AddFallingFellow(Vector3 vPos,float fHealthDec)
void MR.AddFallingFellows(MR self,Sphere sphere)
void MR.AddRayParticles(Segment segment,string sEffect)
void MR.AddBulletTime(Vector3 vPos,bool bAllowFurniture,bool bDontStopMusic,bool bFaster)
void MR.UfosFlyTo(MR self,Vector3 vPos)
void MR.AddCompass(string sName,Vector3 vPos)
void MR.RemoveCompass(string sName,Vector3 vPos)
void MR.TeleportPlayer(string sName,Vector3 vPos)
void MR.SetVariable(string sVariable,string sValue)
void MR.SetMaxHealth(float fMaxHealth)
void MR.MusicLow(bool bLow)
void MR.StopEffect(string sEffect)
void MR.MusicChangeBlock(string sBlock)
void MR.ReadScene(string sFileName)
void MR.ExecuteScript(string sFileName)
void MR.Fade(Color color,float fTime)
void MR.StartMissionTime(float fParTime)
void MR.SaveGame()
void MR.RotateEarth(float fYaw,float fTime)
Class Scene
Scene Scene.Get()
Scene Scene.GetPlayerScene()
void Scene.GetBuildingsNear(Vector3 vPos,float fRadius,float fMinHeight=0.0f,float fMaxHeight=FLT_MAX,bool bOnlyAroundSkyscrapers=false,float fMinArea=0.0f)
void Scene.AddObjectToCollideOneFrame(CObject3DLua pObj)
void Scene.AddObject(Scene,CObject3DLua pObj)
void Scene.RemoveObject(Scene,CObject3DLua pObj)
void Scene.GetObjects(Scene,Obb obb)
Collision Scene.IntersectsCity(Scene,Obb obb)
Class Anim
Anim Anim.New()
float Anim.GetTotalTime(Anim)
void Anim.GetPose(Anim,CObject3DLua pObj)
Class Mesh
Class UI
void UI.ShowHint()
void UI.AddElement(UIElement element)
void UI.RemoveElement(UIElement element)
Class UIElement
UIElement UIElement.New()
Box2 UIElement.ApplyScreenSize(Box2 tBox)
float UIElement.GetAspectRatio()
float UIElement.GetAspectRatioInv()
Vector2 UIElement.GetScreenFactor()
Vector2 UIElement.GetScreenFactorInv()
Vector2 UIElement.GetScreenSize()
Vector2 UIElement.GetScreenSizeInv()
Box2 UIElement.GetTitleArea()
bool UIElement.IsMouseLeftDoubleClic()
bool UIElement.IsMouseLeftJustPressed()
bool UIElement.IsMouseLeftPressed()
bool UIElement.IsMouseLeftReleased()
bool UIElement.IsMouseMiddlePressed()
bool UIElement.IsMouseRightJustPressed()
bool UIElement.IsMouseRightPressed()
void UIElement.SetScreenSize(Vector2 vScreenSize)
float UIElement.TitleTransformX(float fX)
float UIElement.TitleTransformY(float fY)
void UIElement.AddElement(UIElement self,UIElement pElement)
void UIElement.AddElement(UIElement self,UIElement pElement,DWORD dwParentGravityX,DWORD dwParentGravityY,float fDeltaX,float fDeltaY)
void UIElement.AddElement(UIElement self,UIElement pElement,UIElement pRelElement,DWORD dwParentGravityX,DWORD dwParentGravityY,float fDeltaX,float fDeltaY)
void UIElement.AddElementAsFirst(UIElement,UIElement pElement)
Box2 UIElement.GetAbsBox(UIElement)
Box2 UIElement.GetAbsBoxHierarchy(UIElement)
Vector2 UIElement.GetAbsPosition(UIElement)
UIElement UIElement.GetChild(UIElement self,int nIndex)
UIElement UIElement.GetChild(UIElement self,string sName)
UIElement UIElement.GetFirstAncestor(UIElement)
float UIElement.GetHeight(UIElement)
UIElement UIElement.GetParent(UIElement)
Box2 UIElement.GetRelBox(UIElement)
Box2 UIElement.GetRelBoxHierarchy(UIElement)
Vector2 UIElement.GetRelPosition(UIElement)
DWORD UIElement.GetTextGravityX(UIElement)
DWORD UIElement.GetTextGravityY(UIElement)
float UIElement.GetTextPixelHeight(UIElement self,float fMaxWidth)
float UIElement.GetTextPixelHeight(UIElement self,WCHAR* sText,float fMaxWidth)
float UIElement.GetTextPixelWidth()
float UIElement.GetTextPixelWidth(UIElement self,WCHAR* sText)
float UIElement.GetTextScaleX(UIElement)
float UIElement.GetTextScaleY(UIElement)
float UIElement.GetWidth(UIElement)
bool UIElement.IsAncestor(UIElement,UIElement pElement)
bool UIElement.IsEnabled(UIElement)
bool UIElement.IsEnabledVisible(UIElement)
bool UIElement.IsFocusOnMe(UIElement)
bool UIElement.IsFocusOnMeOrMyChildren(UIElement)
bool UIElement.IsInHierarchy(UIElement,UIElement pElement)
bool UIElement.IsMouseOnMe(UIElement)
bool UIElement.IsMouseOnMeIgnoringChildren(UIElement)
bool UIElement.IsVisible(UIElement)
void UIElement.MoveRelPosition(UIElement self,Vector2 vMove)
void UIElement.MoveRelPosition(UIElement self,float fX,float fY)
void UIElement.RemoveAllElements(UIElement)
bool UIElement.RemoveElement(UIElement,UIElement pElement)
void UIElement.RepositionToRelative(UIElement,float fDeltaX,float fDeltaY)
void UIElement.ResetDeltaTime(UIElement)
void UIElement.ResizeToCaption(UIElement)
void UIElement.ScaleHierarchy(UIElement,float fScale)
void UIElement.SetAutoNameToChildren(UIElement)
void UIElement.SetBlink(UIElement,bool bBlink)
void UIElement.SetBox(UIElement self,Box2 tBox)
void UIElement.SetBox(UIElement self,Vector2 vMin,Vector2 vMax)
void UIElement.SetDimensions(UIElement,float fWidth,float fHeight)
void UIElement.SetDimensionsFromText(UIElement)
void UIElement.SetEnabled(UIElement,bool bEnable)
void UIElement.SetEnabledVisible(UIElement,bool bEnabledVisible)
void UIElement.SetHeight(UIElement,float fHeight)
void UIElement.SetHeightFromText(UIElement)
void UIElement.SetInterLine(UIElement,float fInterline)
void UIElement.SetName(UIElement,string sName)
void UIElement.SetParent(UIElement,UIElement pParent)
void UIElement.SetParentEx(UIElement,UIElement pParent,bool bRelocate)
void UIElement.SetPositionAndSize(UIElement self,UIElement pElem)
void UIElement.SetPositionAndSize(UIElement self,float fX,float fY,float fWidth,float fHeight)
void UIElement.SetRelPosition(UIElement self,Vector2 vRelPosition)
void UIElement.SetRelPosition(UIElement self,float fX,float fY)
void UIElement.SetTextColor(UIElement,DWORD dwColor)
void UIElement.SetTextColorOff(UIElement,DWORD dwColor)
void UIElement.SetTextColorOn(UIElement,DWORD dwColor)
void UIElement.SetTextColorOver(UIElement,DWORD dwColor)
void UIElement.SetTextFont(UIElement,string sFont)
void UIElement.SetTextFontTtf(UIElement,string sFont,int iSize)
void UIElement.SetTextGravity(UIElement,DWORD dwGravityX,DWORD dwGravityY)
void UIElement.SetTextParamsTtf(UIElement,string sFont,int iSize,Color tColor)
void UIElement.SetTextScale(UIElement self,float fScale)
void UIElement.SetTextScale(UIElement self,float fScaleX,float fScaleY)
void UIElement.SetVisible(UIElement,bool bVisible)
void UIElement.SetWidth(UIElement,float fWidth)
Class Plane
Plane Plane.New()
Plane Plane.New(Vector3 uN,float fD)
Plane Plane.New(Vector3 uN,Vector3 vpoint)
Plane Plane.New(Plane planeFROM,Matrix matTransposeInverseFROM_TO)
Plane Plane.New(Vector3 vA,Vector3 vB,Vector3 vC)
Plane Plane.New(Plane planeFROM,Matrix mat,float fScale)
float Plane.GetDistance(Plane,Vector3 vpoint)
float Plane.GetDistanceSq(Plane,Vector3 vpoint)
bool Plane.GetNearestPointOfSegment(Plane,Vector3 vA,Vector3 vB,Vector3 vNearest)
float Plane.GetSignedDistance(Plane,Vector3 vpoint)
bool Plane.Intersects(Plane self,Segment segment)
bool Plane.Intersects(Plane self,Triangle triangle)
bool Plane.Intersects(Plane self,Plane plane)
bool Plane.Intersects(Plane self,Sphere sphere)
bool Plane.Intersects(Plane self,Box box)
bool Plane.Intersects(Plane self,Obb obb)
bool Plane.Intersects(Plane self,Capsule capsule)
bool Plane.Intersects(Plane self,Capsule capsule,Collision tCollision)
bool Plane.Intersects(Plane self,Sphere sphere,Collision tCollision)
bool Plane.Intersects(Plane self,Obb tObb,Collision tCollision)
bool Plane.Intersects(Plane self,Vector3 va,Vector3 vb)
bool Plane.Intersects(Plane self,Segment segment,Collision tCollision)
bool Plane.IsCutting(Plane self,Sphere sphere)
bool Plane.IsCutting(Plane self,Box box)
bool Plane.IsInside(Plane,Vector3 vpoint)
bool Plane.IsOutside(Plane self,Box box)
bool Plane.IsOutside(Plane self,Sphere sphere)
bool Plane.IsOutside(Plane self,Vector3 vpoint)
void Plane.Mirror(Plane,Vector3 vPoint,Vector3 vPointReflected)
void Plane.MirrorDir(Plane,Vector3 vDir,Vector3 vDirReflected)
void Plane.Project(Plane self,Vector3 vpoint)
void Plane.Project(Plane self,Vector3 vpoint,Vector3 vproj)
bool Plane.ProjectIfInside(Plane self,Vector3 vpoint)
bool Plane.ProjectIfInside(Plane self,Vector3 vpoint,Vector3 vproj)
bool Plane.ProjectIfOutside(Plane self,Vector3 vpoint)
bool Plane.ProjectIfOutside(Plane self,Vector3 vpoint,Vector3 vproj)
bool Plane.PushInside(Plane,Sphere tSphere,float fRate)
void Plane.Reverse(Plane self,Plane tPlane)
void Plane.Set(Plane self,Vector3 uN,float fD)
void Plane.Set(Plane self,Vector3 uN,Vector3 vpoint)
void Plane.Set(Plane self,Vector3 va,Vector3 vb,Vector3 vc)
void Plane.Set(Plane self,Plane planeFROM,Matrix mat,float fScale)
void Plane.SetDistanceNegative(Plane,float fD)
void Plane.SetDistancePositive(Plane,float fd)
void Plane.SetHinge(Plane,Vector3 vhinge,Vector3 vhinge_position,Vector3 vpoint)
void Plane.SetNormalEx(Plane,Vector3 vN)
void Plane.SetTransform(Plane self,Matrix matTransposeInverseFROM_TO)
void Plane.SetTransform(Plane self,Plane plane_FROM,Matrix matTransposeInverseFROM_TO)
void Plane.SetbyPointAndTwoVectors(Plane,Vector3 va,Vector3 v1,Vector3 v2)
void Plane.ShiftDistance(Plane self,float fsigneddistance)
void Plane.ShiftDistance(Plane self,Vector3 vsigneddistance)
void Plane.ShiftForContain(Plane self,Vector3 vpoint)
void Plane.ShiftForContain(Plane self,Sphere sphere)
void Plane.ShiftForUncontain(Plane,Vector3 vpoint)
void Plane.ShiftTo(Plane self,Vector3 vpoint)
void Plane.ShiftTo(Plane self,Vector3 vpoint,float frate)
bool Plane.__eq(Plane,Plane plane)
Class Vector2
x
float xy
float yVector2 Vector2.New()
Vector2 Vector2.New(float fX,float fY)
Vector2 Vector2.New(Vector2 vFrom,Vector2 vTo)
Vector2 Vector2.New(Vector2 vFrom,Vector2 vTo,float fLerp)
void Vector2.Add(Vector2,Vector2 v1,Vector2 v2)
float Vector2.CCW(Vector2,Vector2 vVector)
float Vector2.Distance(Vector2,Vector2 vVector)
float Vector2.DistanceSq(Vector2,Vector2 vVector)
float Vector2.DistanceToLine(Vector2,Vector2 vLinePoint,Vector2 vuLineDir)
float Vector2.DistanceToSegment(Vector2 self,Vector2 vSegmentPoint1,Vector2 vSegmentPoint2)
float Vector2.DistanceToSegment(Vector2 self,Vector2 vSegmentPoint1,Vector2 vuSegmentDir,float fSegmentLength)
float Vector2.Dot(Vector2,Vector2 vVector)
float Vector2.GetAngle()
float Vector2.GetAngle(Vector2 self,Vector2 vuVector)
float Vector2.GetAngleNoUnit()
float Vector2.GetAngleNoUnit(Vector2 self,Vector2 vVector)
float Vector2.GetAverageCoord(Vector2)
float Vector2.GetMaxAbsCoord(Vector2)
float Vector2.GetMaxCoord(Vector2)
float Vector2.GetMinCoord(Vector2)
float Vector2.GetSum(Vector2)
float Vector2.GetSumAbs(Vector2)
void Vector2.Invert(Vector2)
bool Vector2.IsEqual(Vector2,Vector2 vVectorToCmp,float fTolerance)
bool Vector2.IsEqualEx(Vector2,Vector2 vVector,float fToleranceMin,float fToleranceRate)
bool Vector2.IsNanOrInfinite(Vector2)
bool Vector2.IsNoDirty(Vector2)
bool Vector2.IsUnit(Vector2,float fToleranceSq)
float Vector2.Length(Vector2)
float Vector2.LengthApprox(Vector2)
float Vector2.LengthSq(Vector2)
void Vector2.Lerp(Vector2,Vector2 v1,Vector2 v2,float fParam)
bool Vector2.MaximizeLength(Vector2,float fLength)
bool Vector2.MinimizeLength(Vector2,float fLength)
void Vector2.Normalize(Vector2 self,Vector2 vOrg)
void Vector2.NormalizeSafe(Vector2 self,Vector2 vuSafe)
void Vector2.NormalizeToLength(Vector2,float fLength)
Vector2 Vector2.Rand(Vector2 self,float fMaxModule)
Vector2 Vector2.RandNormalized(Vector2 self,float fModule)
void Vector2.ResetToIdentity(Vector2)
void Vector2.Rotate(Vector2 self,float fAngle)
void Vector2.Rotate(Vector2 self,Vector2 vOrg,float fAngle)
bool Vector2.ScreenCoord(Vector2,Vector3 vVector3D)
bool Vector2.ScreenCoordUI(Vector2 self,Vector3 vVector3D)
bool Vector2.ScreenCoordUI(Vector2 self,Vector3 vVector3D,Matrix matCameraTotal)
void Vector2.Set(Vector2 self,Vector2 vFrom,Vector2 vTo)
void Vector2.Set(Vector2 self,float fx,float fy)
void Vector2.Sub(Vector2,Vector2 v1,Vector2 v2)
Vector2 Vector2.__mul(Vector2,float fMultiply)
Vector2 Vector2.__add(Vector2,Vector2 v)
Vector2 Vector2.__sub(Vector2,Vector2 v)
Vector2 Vector2.__div(Vector2,float fDiv)
bool Vector2.__eq(Vector2,Vector2 vOrg)
Class Vector3
x
float xy
float yz
float zVector3 Vector3.New()
Vector3 Vector3.New(float fX,float fY)
Vector3 Vector3.New(Vector2 vxz,float fy)
Vector3 Vector3.New(Vector3 vFrom,Vector3 vTo)
Vector3 Vector3.New(Vector3 vFROM,Matrix matrixFROM_TO)
Vector3 Vector3.New(Vector3 vFROM,Quaternion quatFROM_TO)
Vector3 Vector3.New(float fX,float fY,float fZ)
Vector3 Vector3.New(Vector3 vFrom,Vector3 vTo,float fParam)
int Vector3.CompareLexicographically(Vector3 vA,Vector3 vB)
void Vector3.TransformCoordArray(Vector3 pArrOut,Vector3 pArrIn,UINT nVectors,Matrix mat)
void Vector3.TransformNormalArray(Vector3 pArrOut,Vector3 pArrIn,UINT nVectors,Matrix mat)
Vector3 Vector3.Vector3Normalize(Vector3 vOrg)
void Vector3.Add(Vector3,Vector3 v1,Vector3 v2)
void Vector3.ApproachIfFar(Vector3,Vector3 vDest,float fDistMax)
bool Vector3.ClampAngle(Vector3 self,Vector3 uMiddle,float fAngle)
bool Vector3.ClampAngle(Vector3 self,Vector3 vMiddle,Vector3 vOrigin,float fDeltaAngle)
bool Vector3.ClampLength(Vector3,float fMaxLength)
bool Vector3.ClampPolar(Vector3,Vector3 vMiddle,Vector3 vOrigin,float fDeltaAngle,float fDeltaModulus)
bool Vector3.ClampYawPitch(Vector3,Vector3 vMiddle,Vector3 vOrigin,float fDeltaYaw,float fDeltaPitch,float fDeltaModulus)
void Vector3.Cross(Vector3,Vector3 v1,Vector3 v2)
void Vector3.CrossAndNormalize(Vector3,Vector3 v1,Vector3 v2)
float Vector3.Distance(Vector3,Vector3 vVector)
float Vector3.DistanceSq(Vector3,Vector3 vVector)
float Vector3.Dot(Vector3,Vector3 vVector)
float Vector3.GetAngle(Vector3 self,Vector3 vuVector)
float Vector3.GetAngle(Vector3 self,Vector3 vuVector,Vector3 vRefVector)
float Vector3.GetAngleNoUnit(Vector3,Vector3 vVector,Vector3 vRefVector)
float Vector3.GetAverageCoord(Vector3)
Vector3 Vector3.GetMainAxis(Vector3)
float Vector3.GetMaxAbsCoord(Vector3)
float Vector3.GetMaxCoord(Vector3)
float Vector3.GetMinCoord(Vector3)
float Vector3.GetPitch(Vector3)
float Vector3.GetPitchUnit(Vector3)
float Vector3.GetScreenInside(Vector3)
float Vector3.GetSum(Vector3)
float Vector3.GetSumAbs(Vector3)
float Vector3.GetXZAngle()
float Vector3.GetXZAngle(Vector3 self,Vector3 vVector)
float Vector3.GetYAngle()
float Vector3.GetYAngle(Vector3 self,Vector3 vVector)
float Vector3.GetYaw(Vector3)
float Vector3.GetYawUnit(Vector3)
void Vector3.Hermite(Vector3,Vector3 v1,Vector3 vTangent1,Vector3 v2,Vector3 vTangent2,float fParam)
void Vector3.Invert(Vector3)
bool Vector3.IsAnyNan(Vector3)
bool Vector3.IsEqual(Vector3,Vector3 vVector,float fTolerance)
bool Vector3.IsEqualEx(Vector3 self,Vector3 vVector,float fToleranceRate)
bool Vector3.IsEqualEx(Vector3 self,Vector3 vVector,float fToleranceMin,float fToleranceRate)
bool Vector3.IsEqualNoCheckNan(Vector3,Vector3 vVector,float fTolerance)
bool Vector3.IsInCamera(Vector3)
bool Vector3.IsLengthSqEqual(Vector3,float fLengthToCmpSq,float fToleranceSqRate)
bool Vector3.IsNanOrInfinite(Vector3)
bool Vector3.IsNoDirty(Vector3)
bool Vector3.IsUnit(Vector3,float fToleranceSq)
float Vector3.Length(Vector3)
float Vector3.LengthApprox(Vector3)
float Vector3.LengthSq(Vector3)
float Vector3.LengthXZ(Vector3)
float Vector3.LengthXZApprox(Vector3)
float Vector3.LengthXZSq(Vector3)
void Vector3.Lerp(Vector3,Vector3 v1,Vector3 v2,float fParam)
bool Vector3.MaximizeLength(Vector3,float fLength)
bool Vector3.MinimizeLength(Vector3,float fLength)
void Vector3.Mirror(Vector3,Plane tMirrorPlane)
void Vector3.Normalize(Vector3 self,Vector3 vOrg)
void Vector3.Normalize(Vector3 self,Vector3 vFrom,Vector3 vTo)
void Vector3.NormalizeApprox(Vector3)
void Vector3.NormalizeSafe(Vector3 self,Vector3 vuSafe)
void Vector3.NormalizeSafeToLength(Vector3,float fLength)
void Vector3.NormalizeSum(Vector3)
void Vector3.NormalizeSumAbs(Vector3)
void Vector3.NormalizeSumToValue(Vector3,float fValue)
void Vector3.NormalizeToLength(Vector3,float fLength)
void Vector3.NormalizeXZ(Vector3)
void Vector3.NormalizeXZ_Old(Vector3)
void Vector3.Orthonormal(Vector3,Vector3 uRight)
void Vector3.Orthonormals(Vector3,Vector3 uRight,Vector3 uUp)
void Vector3.Perp(Vector3,Vector3 vIn)
void Vector3.QuadLerp(Vector3,Vector3 vA,Vector3 vB,Vector3 vC,Vector3 vD,float fACToBD,float fABToCD)
Vector3 Vector3.Rand(Vector3 self,float fMaxModule)
Vector3 Vector3.RandNormalized(Vector3 self,float fModule)
void Vector3.Reflect(Vector3,Vector3 vIn,Vector3 vNormal)
void Vector3.RotateCoord(Vector3 self,Matrix mat)
void Vector3.RotateCoord(Vector3 self,Quaternion qTransform)
void Vector3.RotateCoord(Vector3 self,Vector3 vOrg,Quaternion qTransform)
void Vector3.RotateCoord(Vector3 self,Vector3 vOrg,Matrix mat)
void Vector3.RotateCoordX(Vector3 self,float fAngle)
void Vector3.RotateCoordX(Vector3 self,Vector3 vOrg,float fAngle)
void Vector3.RotateCoordY(Vector3 self,float fAngle)
void Vector3.RotateCoordY(Vector3 self,Vector3 vOrg,float fAngle)
void Vector3.RotateCoordZ(Vector3 self,float fAngle)
void Vector3.RotateCoordZ(Vector3 self,Vector3 vOrg,float fAngle)
void Vector3.Scale(Vector3 self,Vector3 vScale)
void Vector3.Scale(Vector3 self,Vector3 v,Vector3 vScale)
void Vector3.ScaleInverse(Vector3 self,Vector3 vScale)
void Vector3.ScaleInverse(Vector3 self,Vector3 v,Vector3 vScale)
void Vector3.Set(Vector3 self,Vector3 v)
void Vector3.Set(Vector3 self,float fx,float fy,float fz)
void Vector3.SetAbs(Vector3,Vector3 v)
void Vector3.SetFromYawPitch(Vector3,float fYaw,float fPitch,float fModulus)
void Vector3.SetXYandZ(Vector3,Vector2 vxy,float fz)
void Vector3.SetXZ(Vector3 self,Vector2 vxz)
void Vector3.SetXZ(Vector3 self,float fx,float fZ)
void Vector3.SetXZY(Vector3,float fxyz)
void Vector3.SetXZandY(Vector3,Vector2 vxz,float fy)
void Vector3.SetZero(Vector3)
void Vector3.SetZeroAndX(Vector3,float fx)
void Vector3.SetZeroAndY(Vector3,float fy)
void Vector3.SetZeroAndZ(Vector3,float fz)
void Vector3.Sub(Vector3,Vector3 v1,Vector3 v2)
void Vector3.Transform(Vector3 self,Quaternion qTransform)
void Vector3.Transform(Vector3 self,Vector3 vOrg,Quaternion qTransform)
void Vector3.TransformCoord(Vector3 self,Matrix mat)
void Vector3.TransformCoord(Vector3 self,Quaternion qTransform)
void Vector3.TransformCoord(Vector3 self,Vector3 vOrg,Matrix mat)
void Vector3.TransformCoord(Vector3 self,Vector3 vOrg,Quaternion qTransform)
void Vector3.TransformNormal(Vector3 self,Matrix mat)
void Vector3.TransformNormal(Vector3 self,Vector3 vOrg,Matrix mat)
Vector3 Vector3.__mul(Vector3 self,float f)
Vector3 Vector3.__mul(Vector3 self,Vector3 v)
Vector3 Vector3.__add(Vector3,Vector3 v)
Vector3 Vector3.__sub(Vector3,Vector3 v)
Vector3 Vector3.__div(Vector3 self,Vector3 v)
Vector3 Vector3.__div(Vector3 self,float f)
bool Vector3.__eq(Vector3,Vector3 vOrg)
Vector2 Vector3.xy(Vector3)
Vector2 Vector3.xz(Vector3)
Vector2 Vector3.yz(Vector3)
Class Quaternion
x
float xy
float yz
float zw
float wQuaternion Quaternion.New()
Quaternion Quaternion.New(Quaternion qOrg)
Quaternion Quaternion.New(Quaternion q1,Quaternion q2)
Quaternion Quaternion.New(Vector3 vAxis,float fAngle)
Quaternion Quaternion.New(Vector3 vFrom,Vector3 vTo)
Quaternion Quaternion.New(float fYaw,float fPitch,float fRoll)
Quaternion Quaternion.New(Quaternion qInit,Quaternion qEnd,float fParam)
Quaternion Quaternion.New(float fX,float fY,float fZ,float fW)
Quaternion Quaternion.FromAxisAngle(Vector3 vuAxis,float fAngle)
Quaternion Quaternion.FromMatrix(Matrix tMatrix)
Quaternion Quaternion.FromYawPitchRoll(float fYaw,float fPitch,float fRoll)
float Quaternion.RelativeAngle(Quaternion q1,Quaternion q2)
void Quaternion.AvoidAngleGreaterThanPi(Quaternion)
void Quaternion.Conjugate(Quaternion self,Quaternion q)
float Quaternion.Dot(Quaternion,Quaternion q)
float Quaternion.GetAngle(Quaternion)
float Quaternion.GetAngleNormalized(Quaternion)
float Quaternion.GetPitch(Quaternion)
float Quaternion.GetRoll(Quaternion)
float Quaternion.GetYaw(Quaternion)
void Quaternion.GoToBrotherRotation(Quaternion,Vector3 uAxis,float fMix)
void Quaternion.Inverse(Quaternion self,Quaternion qOrg)
bool Quaternion.IsEqual(Quaternion,Quaternion q,float fTolerance)
bool Quaternion.IsIdentity(Quaternion)
bool Quaternion.IsIdentityEx(Quaternion,float fTolerance)
bool Quaternion.IsNoDirty(Quaternion)
bool Quaternion.IsUnit(Quaternion,float fToleranceSq)
float Quaternion.Length(Quaternion)
float Quaternion.LengthSq(Quaternion)
bool Quaternion.MinimizeAngle(Quaternion,float fMaxAngle)
void Quaternion.Multiply(Quaternion self,Quaternion q)
void Quaternion.Multiply(Quaternion self,Quaternion q1,Quaternion q2)
void Quaternion.NoUnitAxisAngle(Quaternion,Vector3 vAxis,float fAngle)
void Quaternion.Normalize(Quaternion self,Quaternion qOrgRot)
void Quaternion.Random(Quaternion)
void Quaternion.Relative(Quaternion,Quaternion qFrom,Quaternion qTo)
void Quaternion.RemoveNoYRotation(Quaternion self,Quaternion qOrgRot)
void Quaternion.RotationAxis(Quaternion,Vector3 vuAxis,float fAngle)
void Quaternion.RotationMatrix(Quaternion,Matrix tMatrix)
void Quaternion.RotationX(Quaternion,float fAngle)
void Quaternion.RotationY(Quaternion,float fAngle)
void Quaternion.RotationYawPitchRoll(Quaternion,float fYaw,float fPitch,float fRoll)
void Quaternion.RotationZ(Quaternion,float fAngle)
void Quaternion.SetBrotherRotation(Quaternion,Quaternion qOrgRot,Vector3 uAxis)
void Quaternion.SetIdentity(Quaternion)
void Quaternion.Slerp(Quaternion,Quaternion q1,Quaternion q2,float fParam)
void Quaternion.Squad(Quaternion,Quaternion q1,Quaternion qA,Quaternion qB,Quaternion qC,float fParam)
float Quaternion.ToAxisAngle(Quaternion,Vector3 vAxis)
void Quaternion.VectorToVector(Quaternion,Vector3 vOrgVector,Vector3 vDestVector)
Quaternion Quaternion.__mul(Quaternion self,Quaternion _quaternion)
Quaternion Quaternion.__mul(Quaternion self,float f)
Quaternion Quaternion.__add(Quaternion,Quaternion q)
Quaternion Quaternion.__sub(Quaternion,Quaternion q)
Quaternion Quaternion.__div(Quaternion,float f)
bool Quaternion.__eq(Quaternion,Quaternion qOrg)
Class Matrix
Matrix Matrix.New()
Matrix Matrix.New(Matrix matOrg)
Matrix Matrix.New(Quaternion qRot)
Matrix Matrix.New(Vector3 vTranslation)
Matrix Matrix.New(Quaternion qRot,Vector3 vTranslation)
Matrix Matrix.New(Matrix mat1,Matrix mat2)
Matrix Matrix.New(Quaternion qRot,float fScale,Vector3 vTranslation)
Matrix Matrix.New(Quaternion qRot,Vector3 vScale,Vector3 vTranslation)
Matrix Matrix.New(Vector3 vLine0,Vector3 vLine1,Vector3 vLine2)
Matrix Matrix.New(Matrix mat1,Matrix mat2,float fLerp)
Matrix Matrix.New(Vector3 vLine0,Vector3 vLine1,Vector3 vLine2,Vector3 vLine3)
Matrix Matrix.New(float _11,float _12,float _13,float _14,float _21,float _22,float _23,float _24,float _31,float _32,float _33,float _34,float _41,float _42,float _43,float _44)
void Matrix.AddRotation(Matrix,Quaternion qRot)
void Matrix.AddTranslation(Matrix,Vector3 vAdd)
void Matrix.AddTranslationLeft(Matrix,Vector3 vTranslation)
void Matrix.ClearTranslation(Matrix)
void Matrix.FromYawPitchRoll(Matrix,float fYaw,float fPitch,float fRoll)
Vector3 Matrix.GetLine(Matrix,UINT iLine)
Vector4 Matrix.GetLine4(Matrix,UINT iLine)
Vector4 Matrix.GetLine4Ref(Matrix,UINT iLine)
Vector3 Matrix.GetLineRef(Matrix,UINT iLine)
Quaternion Matrix.GetRotation(Matrix)
Quaternion Matrix.GetRotationSafe(Matrix)
Vector3 Matrix.GetScale(Matrix)
Vector3 Matrix.GetScaleNoRound(Matrix)
Vector3 Matrix.GetTranslation(Matrix)
Vector3 Matrix.GetTranslationRef(Matrix)
Matrix Matrix.InverseOrtho()
Matrix Matrix.InverseOrtho(Matrix self,Matrix mat)
Matrix Matrix.InverseOrtho(Matrix self,Vector3 vScale)
void Matrix.InverseOrtho(Matrix self,Matrix mat,Vector3 vScale)
bool Matrix.IsEqual(Matrix,Matrix mat,float fRoleranceR,float fToleranceT)
bool Matrix.IsEqualRotation(Matrix,Matrix mat,float fRoleranceR)
bool Matrix.IsEqualTranslation(Matrix,Matrix mat,float fToleranceT)
bool Matrix.IsIdentity()
bool Matrix.IsIdentity(Matrix self,float fTol)
bool Matrix.IsNoDirty(Matrix)
bool Matrix.IsOrthogonal(Matrix,float fTol,Vector3 vScale)
bool Matrix.IsRH(Matrix)
void Matrix.Lerp(Matrix,Matrix mat1,Matrix mat2,float fLerp)
void Matrix.LookAt(Matrix,Vector3 vEye,Vector3 vAt,Vector3 vUp)
void Matrix.Modulate(Matrix,float f)
void Matrix.Multiply(Matrix self,Matrix mat)
void Matrix.Multiply(Matrix self,Matrix mat1,Matrix mat2)
void Matrix.MultiplyColumn(Matrix,UINT iColumn,float f)
void Matrix.MultiplyLeft(Matrix,Matrix mat)
void Matrix.Ortho(Matrix,float fWidth,float fHeight,float fZNear,float fZFar)
void Matrix.Perspective(Matrix,float fWidth,float fHeight,float fZNear,float fZFar)
void Matrix.PerspectiveFov(Matrix,float fFovY,float fAspect,float fZNear,float fZFar)
void Matrix.Reflection(Matrix,Plane tPlane)
void Matrix.RemoveScale(Matrix)
void Matrix.RemoveScaleAndMakeOrthogonal(Matrix)
void Matrix.RotationAxis(Matrix,Vector3 vAxis,float fAngle)
void Matrix.RotationX(Matrix,float fAngle)
void Matrix.RotationY(Matrix,float fAngle)
void Matrix.RotationYawPitchRoll(Matrix,float fYaw,float fPitch,float fRoll)
void Matrix.RotationZ(Matrix,float fAngle)
void Matrix.Scaling(Matrix self,Vector3 vScale)
void Matrix.Scaling(Matrix self,float s)
void Matrix.Scaling(Matrix self,float sx,float sy,float sz)
void Matrix.Set(Matrix self,Quaternion qRot,Vector3 vTranslation)
void Matrix.Set(Matrix self,Quaternion qRot,Vector3 vScale,Vector3 vTranslation)
void Matrix.Set(Matrix self,Vector3 vLine0,Vector3 vLine1,Vector3 vLine2,Vector3 vLine3)
void Matrix.Set(Matrix self,float _11,float _12,float _13,float _14,float _21,float _22,float _23,float _24,float _31,float _32,float _33,float _34,float _41,float _42,float _43,float _44)
void Matrix.SetFromTriangle(Matrix,Vector3 vA,Vector3 vB,Vector3 vC)
void Matrix.SetIdentity(Matrix)
void Matrix.SetLine(Matrix,UINT iLine,Vector3 vLine)
void Matrix.SetRotation(Matrix self,Quaternion qRot)
void Matrix.SetRotation(Matrix self,Quaternion qRot,Vector3 vCenterOfRotation)
void Matrix.SetTranslation(Matrix,Vector3 vTranslation)
void Matrix.SetTranslationRotation(Matrix,Vector3 vTranslation,Quaternion qRot)
void Matrix.SubTranslation(Matrix,Vector3 vSub)
void Matrix.Translation(Matrix self,Vector3 vTranslation)
void Matrix.Translation(Matrix self,float dx,float dy,float dz)
void Matrix.Transpose(Matrix self,Matrix matOrg)
void Matrix.VectorToVector(Matrix,Vector3 vOrgVector,Vector3 vDestVector)
bool Matrix.__eq(Matrix,Matrix matOrg)
Class Box
Box Box.New()
Box Box.New(Box box)
Box Box.New(Sphere sphere)
Box Box.New(Segment segment)
Box Box.New(Capsule capsule)
Box Box.New(Obb obb)
Box Box.New(Vector3 vcenter)
Box Box.New(Triangle tri)
Box Box.New(Box box,float fincradius)
Box Box.New(Box boxA,Box boxB)
Box Box.New(Vector3 vcenter,float fradius)
Box Box.New(Vector3 vmin,Vector3 vmax)
Box Box.New(Box boxFROM,Matrix matrixFROM_TO)
Box Box.New(Vector3 vA,Vector3 vB,Vector3 vC)
Box Box.New(Box boxFROM,Matrix matrixFROM_TO,float scaleFROM_TO)
void Box.Enlarge(Box self,float fDeltaRadius)
void Box.Enlarge(Box self,Vector3 vDeltaRadius)
float Box.GetArea(Box)
float Box.GetAverageDiameterXYZ(Box)
float Box.GetAverageRadiusXYZ(Box)
Vector3 Box.GetCenter(Box)
float Box.GetDiameter(Box)
float Box.GetDiameterX(Box)
Vector3 Box.GetDiameterXYZ(Box)
float Box.GetDiameterY(Box)
float Box.GetDiameterZ(Box)
float Box.GetDistance(Box,Vector3 vPoint)
float Box.GetDistanceSq(Box,Vector3 vPoint)
Vector3 Box.GetFaceCenter(Box,UINT signedaxis)
float Box.GetMaxDiameterXYZ(Box)
float Box.GetMaxDiameterXZ(Box)
float Box.GetMaxRadiusXYZ(Box)
float Box.GetMaxRadiusXZ(Box)
float Box.GetMinDiameterXYZ(Box)
float Box.GetMinRadiusXYZ(Box)
Vector3 Box.GetPoint(Box,UINT index)
Vector3 Box.GetPointMostInside(Box,Plane tPlane)
Vector3 Box.GetPointMostOutside(Box,Plane tPlane)
float Box.GetRadius(Box)
float Box.GetRadiusX(Box)
float Box.GetRadiusY(Box)
float Box.GetRadiusZ(Box)
Vector3 Box.GetRandomPosition(Box)
Vector3 Box.GetSegmentCenter(Box,UINT index)
float Box.GetSignedDistance(Box,Vector3 vPoint)
Vector3 Box.GetVertex(Box,UINT index)
float Box.GetVolume(Box)
bool Box.Intersect(Box,Box box)
bool Box.Intersects(Box self,Obb obb)
bool Box.Intersects(Box self,Segment segment)
bool Box.Intersects(Box self,Vector3 vpoint)
bool Box.Intersects(Box self,Sphere sph)
bool Box.Intersects(Box self,Capsule tCapsule)
bool Box.Intersects(Box self,Box box)
bool Box.Intersects(Box self,Triangle tri)
bool Box.Intersects(Box self,Obb obb,Collision tCollision)
bool Box.Intersects(Box self,Segment segment,Collision collision)
bool Box.Intersects(Box self,Box box,Collision tCollision)
bool Box.Intersects(Box self,Vector3 vCenter,float fRadius)
bool Box.Intersects(Box self,Sphere sph,Collision tCollision)
bool Box.Intersects(Box self,Vector3 vA,Vector3 vB)
bool Box.Intersects(Box self,Capsule tCapsule,Collision tCollision)
bool Box.Intersects(Box self,Vector3 vA,Vector3 vB,Collision collision)
bool Box.Intersects(Box self,Vector3 vA,Vector3 vB,Vector3 vIntersection,Vector3 vNormal)
bool Box.IsInside(Box self,Triangle tTri)
bool Box.IsInside(Box self,Box box)
bool Box.IsInside(Box self,Vector3 vpoint)
bool Box.IsInside(Box self,Vector3 vpoint,float fTolerance)
bool Box.IsNegative(Box)
bool Box.IsPositive(Box)
void Box.Join(Box self,Box box)
void Box.Join(Box self,Vector3 vpoint)
void Box.Join(Box self,Sphere sphere)
void Box.Join(Box self,Triangle triangle)
void Box.Join(Box self,Obb obb)
float Box.LerpX(Box,float fRate)
float Box.LerpY(Box,float fRate)
float Box.LerpZ(Box,float fRate)
void Box.Move(Box,Vector3 vmove)
void Box.MoveX(Box,float fmoveX)
void Box.MoveY(Box,float fmoveY)
void Box.MoveZ(Box,float fmoveZ)
void Box.Reset(Box,Vector3 vpoint)
void Box.ResetCenterGrowing(Box,Vector3 vNewCenter)
void Box.ResetMaximum(Box)
void Box.ResetNegative(Box)
void Box.Scale(Box,float fScale)
void Box.Set(Box self,Vector3 vAABB)
void Box.Set(Box self,Obb obb)
void Box.Set(Box self,Sphere sphere)
void Box.Set(Box self,Vector3 vcenter,float fradius)
void Box.Set(Box self,Vector3 vMin,Vector3 vMax)
void Box.Set(Box self,Vector3 vA,Vector3 vB,Vector3 vC)
void Box.SetCenter(Box,Vector3 vNewCenter)
void Box.SetDiameter(Box self,float fDiameter)
void Box.SetDiameter(Box self,Vector3 vDiameter)
void Box.SetDiameterX(Box,float fDiameterX)
void Box.SetDiameterY(Box,float fDiameterY)
void Box.SetDiameterZ(Box,float fDiameterZ)
void Box.SetEnclosingTransformed(Box,Box box,Matrix matTransfomation)
void Box.SetMax(Box,Vector3 vmax)
void Box.SetMin(Box,Vector3 vmin)
void Box.SetRadius(Box self,float fRadius)
void Box.SetRadius(Box self,Vector3 vRadius)
void Box.SetRadiusX(Box,float fRadiusX)
void Box.SetRadiusY(Box,float fRadiusY)
void Box.SetRadiusZ(Box,float fRadiusZ)
bool Box.__le(Box self,float fAxisDiameter)
bool Box.__le(Box self,Box box)
bool Box.__lt(Box self,float fAxisDiameter)
bool Box.__lt(Box self,Box box)
bool Box.__eq(Box,Box box)
Class Box2
Box2 Box2.New()
Box2 Box2.New(bool bInit)
Box2 Box2.New(Box2 box)
Box2 Box2.New(Vector2 vcenter)
Box2 Box2.New(Vector2 vcenter,float fradius)
Box2 Box2.New(Vector2 vmin,Vector2 vmax)
Box2 Box2.New(Box2 boxA,Box2 boxB)
Box2 Box2.New(Vector2 vA,Vector2 vB,Vector2 vC)
Box2 Box2.New(float fminx,float fminy,float fmaxx,float fmaxy)
void Box2.Enlarge(Box2 self,float fEnlargeValue)
void Box2.Enlarge(Box2 self,Vector2 vEnlargeVector)
float Box2.GetArea(Box2)
float Box2.GetAverageDiameterXY(Box2)
float Box2.GetAverageRadiusXY(Box2)
Vector2 Box2.GetCenter(Box2)
float Box2.GetCenterX(Box2)
float Box2.GetCenterY(Box2)
float Box2.GetDiameter(Box2)
float Box2.GetDiameterX(Box2)
Vector2 Box2.GetDiameterXY(Box2)
float Box2.GetDiameterY(Box2)
float Box2.GetDistanceSq(Box2,Vector2 vPoint)
float Box2.GetMaxDiameterXY(Box2)
float Box2.GetMinDiameterXY(Box2)
float Box2.GetRadius(Box2)
float Box2.GetRadiusX(Box2)
Vector2 Box2.GetRadiusXY(Box2)
float Box2.GetRadiusY(Box2)
float Box2.GetRandomX(Box2)
float Box2.GetRandomY(Box2)
Vector2 Box2.GetVertex(Box2,UINT index)
float Box2.GetVolume(Box2)
bool Box2.Intersect(Box2,Box2 box)
bool Box2.Intersects(Box2,Box2 box)
bool Box2.IsInside(Box2 self,Box2 box)
bool Box2.IsInside(Box2 self,Vector2 vpoint)
bool Box2.IsMaximum(Box2)
bool Box2.IsNegative(Box2)
void Box2.Join(Box2 self,Vector2 vpoint)
void Box2.Join(Box2 self,Vector3 vpoint)
void Box2.Join(Box2 self,Box2 box)
void Box2.Join(Box2 self,Vector2 vPoint,float fRadius)
float Box2.LerpX(Box2,float fRate)
Vector2 Box2.LerpXY(Box2 self,float f)
Vector2 Box2.LerpXY(Box2 self,Vector2 v)
Vector2 Box2.LerpXY(Box2 self,float fX,float fY)
float Box2.LerpY(Box2,float fRate)
void Box2.Move(Box2,Vector2 vmove)
void Box2.MoveX(Box2,float move_x)
void Box2.MoveY(Box2,float move_y)
void Box2.Multiply(Box2,Vector2 v)
void Box2.Reset(Box2,Vector2 vpoint)
void Box2.ResetMaximum(Box2)
void Box2.ResetNegative(Box2)
void Box2.Set(Box2 self,Vector2 vAABB)
void Box2.Set(Box2 self,Vector2 vcenter,float fradius)
void Box2.Set(Box2 self,Vector2 vMin,Vector2 vMax)
void Box2.Set(Box2 self,float fminx,float fminy,float fmaxx,float fmaxy)
void Box2.SetCenter(Box2,Vector2 vNewCenter)
void Box2.SetDiameter(Box2,Vector2 vDiameter)
void Box2.SetDiameterX(Box2,float fDiameterX)
void Box2.SetDiameterY(Box2,float fDiameterY)
void Box2.SetMax(Box2,Vector2 vmax)
void Box2.SetMin(Box2,Vector2 vmin)
void Box2.SetMinMax(Box2,Vector2 vMin,Vector2 vMax)
Box2 Box2.__mul(Box2 self,Vector2 v)
Box2 Box2.__mul(Box2 self,float f)
Box2 Box2.__add(Box2,Vector2 v)
Box2 Box2.__sub(Box2,Vector2 v)
bool Box2.__le(Box2 self,float fAxisDiameter)
bool Box2.__le(Box2 self,Vector2 vAxisDiameter)
bool Box2.__le(Box2 self,Box2 box)
bool Box2.__lt(Box2 self,Vector2 vAxisDiameter)
bool Box2.__lt(Box2 self,float fAxisDiameter)
bool Box2.__lt(Box2 self,Box2 box)
bool Box2.__eq(Box2,Box2 tBox)
Class Obb
Obb Obb.New()
Obb Obb.New(Obb obb)
Obb Obb.New(Box box)
Obb Obb.New(Sphere sphere)
Obb Obb.New(Capsule capsule)
Obb Obb.New(Obb obb,float fincradius)
Obb Obb.New(Obb obbFROM,Matrix matrixFROM_TO)
Obb Obb.New(Box boxFROM,Matrix matrixFROM_TO)
Obb Obb.New(Obb obbFROM,Matrix matrixFROM_TO,Vector3 vScaleFROM_TO)
Obb Obb.New(Obb obbFROM,Matrix matrixFROM_TO,float scaleFROM_TO)
Obb Obb.New(Box boxFROM,Matrix matrixFROM_TO,Vector3 vScaleFROM_TO)
Obb Obb.New(Vector3 vCenter,Vector3 vX,Vector3 vY,Vector3 vZ)
void Obb.Enlarge(Obb,float fEnlarge)
float Obb.GetArea(Obb)
float Obb.GetDiameter(Obb)
float Obb.GetDirM(Obb,UINT axis)
Vector3 Obb.GetDirU(Obb,UINT axis)
Vector3 Obb.GetDirV(Obb,UINT axis)
float Obb.GetDistance(Obb,Vector3 vpoint)
float Obb.GetDistanceSigned(Obb,Vector3 vpoint)
float Obb.GetDistanceSq(Obb,Vector3 vpoint)
float Obb.GetDistanceSqSigned(Obb,Vector3 vpoint)
float Obb.GetMaxRadius(Obb)
float Obb.GetMinRadius(Obb)
Vector3 Obb.GetNearestPoint(Obb,Vector3 vPoint)
float Obb.GetNearestPointInsideSq(Obb,Vector3 vpoint,Vector3 vNearest)
Vector3 Obb.GetPosition(Obb,float fX,float fY,float fZ)
float Obb.GetRadius(Obb)
Vector3 Obb.GetRandomPosition(Obb)
Vector3 Obb.GetVertex(Obb,UINT index)
float Obb.GetVolume(Obb)
bool Obb.Intersects(Obb self,Capsule tCapsule)
bool Obb.Intersects(Obb self,Sphere sphere)
bool Obb.Intersects(Obb self,Box box)
bool Obb.Intersects(Obb self,Triangle tri)
bool Obb.Intersects(Obb self,Segment tSegment)
bool Obb.Intersects(Obb self,Obb obb)
bool Obb.Intersects(Obb self,Vector3 vA,Vector3 vB)
bool Obb.Intersects(Obb self,Vector3 vCenter,float fRadius)
bool Obb.Intersects(Obb self,Sphere sph,Collision tCollision)
bool Obb.Intersects(Obb self,Box box,Collision tCollision)
bool Obb.Intersects(Obb self,Segment tSegment,Collision tCollision)
bool Obb.Intersects(Obb self,Capsule tCapsule,Collision tCollision)
bool Obb.Intersects(Obb self,Obb obb,Collision col)
bool Obb.Intersects(Obb self,Triangle tri,Collision tCollision)
bool Obb.Intersects(Obb self,Vector3 vA,Vector3 vB,Vector3 vIntersection,Vector3 vNormal)
bool Obb.IsInside(Obb,Vector3 vpoint)
void Obb.Join(Obb self,Vector3 vpoint)
void Obb.Join(Obb self,Obb obb)
void Obb.Join(Obb self,Box box)
void Obb.MaximizeAxisDot(Obb,UINT iAxis,float fDot)
void Obb.MinimizeAxisDot(Obb,UINT iAxis,float fDot)
void Obb.Move(Obb,Vector3 vmove)
void Obb.Reset(Obb,Vector3 vpoint)
void Obb.Scale(Obb self,float fScale)
void Obb.Scale(Obb self,Vector3 vScale)
void Obb.SetTransform(Obb self,Box boxFROM,Matrix matrixFROM_TO)
void Obb.SetTransform(Obb self,Obb obbFROM,Matrix matrixFROM_TO,Vector3 vScale)
void Obb.SetTransform(Obb self,Box boxFROM,Matrix matrixFROM_TO,Vector3 vScaleFROM_TO)
bool Obb.__eq(Obb,Obb tObb)
Class Sphere
Sphere Sphere.New()
Sphere Sphere.New(Sphere sphere)
Sphere Sphere.New(Vector3 vCenter,float fRadius)
Sphere Sphere.New(Sphere sphereA,Sphere sphereB)
Sphere Sphere.New(Sphere sphereFROM,Matrix matrixFROM_TO,float scaleFROM_TO)
void Sphere.Enlarge(Sphere,float fEnlarge)
float Sphere.GetArea(Sphere)
float Sphere.GetDiameter(Sphere)
float Sphere.GetRadiusSq(Sphere)
float Sphere.GetSignedDistance(Sphere,Vector3 vpoint)
float Sphere.GetVolume(Sphere)
bool Sphere.Intersects(Sphere self,Plane plane)
bool Sphere.Intersects(Sphere self,Segment segment)
bool Sphere.Intersects(Sphere self,Capsule capsule)
bool Sphere.Intersects(Sphere self,Box box)
bool Sphere.Intersects(Sphere self,Triangle tTri)
bool Sphere.Intersects(Sphere self,Obb obb)
bool Sphere.Intersects(Sphere self,Sphere sph)
bool Sphere.Intersects(Sphere self,Sphere sph,Collision collision)
bool Sphere.Intersects(Sphere self,Plane plane,Collision collision)
bool Sphere.Intersects(Sphere self,Capsule capsule,Collision collision)
bool Sphere.Intersects(Sphere self,Box box,Collision collision)
bool Sphere.Intersects(Sphere self,Obb obb,Collision collision)
bool Sphere.Intersects(Sphere self,Triangle tTri,Collision collision)
bool Sphere.IsInside(Sphere self,Vector3 vpoint)
bool Sphere.IsInside(Sphere self,Sphere sphere)
bool Sphere.IsNegative(Sphere)
bool Sphere.IsOutside(Sphere self,Sphere sphere)
bool Sphere.IsOutside(Sphere self,Vector3 vpoint)
bool Sphere.IsPositive(Sphere)
void Sphere.Join(Sphere self,Vector3 vpoint)
void Sphere.Join(Sphere self,Sphere sphere)
void Sphere.Move(Sphere,Vector3 vmove)
bool Sphere.MoveInside(Sphere,Vector3 vpoint)
bool Sphere.MoveOutside(Sphere,Vector3 vpoint)
void Sphere.Render(Sphere,Color color)
void Sphere.ResetNegative(Sphere)
void Sphere.Set(Sphere self,Vector3 vcenter,float fradius)
void Sphere.Set(Sphere self,float fx,float fy,float fz,float fradius)
void Sphere.SetCenter(Sphere self,Vector3 vcenter)
void Sphere.SetCenter(Sphere self,float fx,float fy,float fz)
void Sphere.SetRadius(Sphere,float fRadius)
void Sphere.SetTransform(Sphere self,Sphere sphereFROM,Matrix matrixFROM_TO)
void Sphere.SetTransform(Sphere self,Sphere sphereFROM,Matrix matrixFROM_TO,float scaleFROM_TO)
bool Sphere.__le(Sphere,Sphere tSphere)
bool Sphere.__lt(Sphere,Sphere tSphere)
bool Sphere.__eq(Sphere,Sphere tSphere)
Class Capsule
Capsule Capsule.New()
Capsule Capsule.New(Sphere tSphere)
Capsule Capsule.New(Obb tObb)
Capsule Capsule.New(Box tBox)
Capsule Capsule.New(Vector3 vStart,Vector3 vEnd,float fRadius)
Capsule Capsule.New(Capsule capsuleFROM,Matrix matrixFROM_TO,float scaleFROM_TO)
Segment Capsule.GetSegment(Capsule)
bool Capsule.Intersects(Capsule self,Vector3 vPoint)
bool Capsule.Intersects(Capsule self,Box box)
bool Capsule.Intersects(Capsule self,Sphere sphere)
bool Capsule.Intersects(Capsule self,Obb obb)
bool Capsule.Intersects(Capsule self,Segment segment)
bool Capsule.Intersects(Capsule self,Capsule capsule)
bool Capsule.Intersects(Capsule self,Triangle triangle)
bool Capsule.Intersects(Capsule self,Sphere sphere,Collision collision)
bool Capsule.Intersects(Capsule self,Obb obb,Collision collision)
bool Capsule.Intersects(Capsule self,Capsule capsule,Collision collision)
bool Capsule.Intersects(Capsule self,Segment segment,Collision collision)
bool Capsule.Intersects(Capsule self,Triangle triangle,Collision collision)
bool Capsule.IsInside(Capsule self,Vector3 vPoint)
bool Capsule.IsInside(Capsule self,Box box)
void Capsule.Set(Capsule,Capsule capsule)
void Capsule.SetTransform(Capsule self,Matrix matrix)
void Capsule.SetTransform(Capsule self,Capsule capsuleFROM,Matrix matrixFROM_TO)
Class Segment
Segment Segment.New()
Segment Segment.New(Vector3 vStart,Vector3 vEnd)
Segment Segment.New(Segment segmentFROM,Matrix matrixFROM_TO)
Segment Segment.New(Segment segmentFROM,Matrix matrixFROM_TO,float scaleFROM_TO)
Vector3 Segment.GetCenter(Segment)
float Segment.GetDistance(Segment,Vector3 vPoint)
float Segment.GetDistanceSq(Segment self,Vector3 vPoint)
float Segment.GetDistanceSq(Segment self,Segment tSeg)
float Segment.GetDistanceSq(Segment self,Segment tSeg,Vector3 vNearest)
float Segment.GetNearestPoint(Segment,Vector3 vPoint,Vector3 vNearest)
float Segment.GetNearestPointNoClamp(Segment,Vector3 vPoint,Vector3 vNearest)
float Segment.GetNearestPointNoClamp2(Segment,Vector3 vPoint,Vector3 vNearest)
bool Segment.Intersects(Segment self,Box box)
bool Segment.Intersects(Segment self,Obb obb)
bool Segment.Intersects(Segment self,Box box,Collision collision)
bool Segment.Intersects(Segment self,Obb obb,Collision tCollision)
bool Segment.Intersects(Segment self,Vector3 vSphereCenter,float fSphereRadius,Collision collision)
float Segment.Length(Segment)
float Segment.LengthSq(Segment)
void Segment.Set(Segment,Vector3 vStart,Vector3 vEnd)
void Segment.SetTransform(Segment,Segment segmentFROM,Matrix matrixFROM_TO)
void Segment.Transform(Segment,Matrix matrixFROM_TO)
Vector3 Segment.UDir(Segment)
Class Collision
Collision Collision.New()
Collision Collision.New(DWORD dwCollisionFlags)
Collision Collision.New(Collision collisionFROM,Matrix matrixFROM_TO)
Collision Collision.Clear(Collision self,DWORD dwCollisionFlags)
Collision Collision.Clear(Collision self,Collision collision)
UINT Collision.GetFace(Collision)
Vector3 Collision.GetNormal(Collision)
Object3D Collision.GetObject(Collision)
float Collision.GetPenetration(Collision)
Vector3 Collision.GetPenetrationV(Collision)
Vector3 Collision.GetPenetrationV2(Collision)
Vector3 Collision.GetPenetrationVEx(Collision,float fDeltaLength)
Plane Collision.GetPlane(Collision)
Vector3 Collision.GetPosition(Collision)
bool Collision.IsIntersection(Collision)
bool Collision.IsOk(Collision)
Class Color
r
float rg
float gb
float ba
float aColor Color.New()
Color Color.New(float fR)
Color Color.New(Color qOrg)
Color Color.New(Vector3 vRGB,float fA)
Color Color.New(Color col1,Color col2,float fRate)
Color Color.New(float fR,float fG,float fB,float fA)
void Color.Set(Color,float fR,float fG,float fB,float fA)
Color Color.__mul(Color self,Color _color)
Color Color.__mul(Color self,float _float)
Color Color.__add(Color,Color _color)
Color Color.__sub(Color,Color _color)
bool Color.__eq(Color,Color qOrg)
Vector3 Color.rgb(Color self)
Class Triangle
Triangle Triangle.New()
Triangle Triangle.New(Triangle tri,Matrix mat)
Triangle Triangle.New(Vector3 vA,Vector3 vB,Vector3 vC)
Triangle Triangle.New(Triangle tri,Matrix mat,float fScale)
Vector3 Triangle.GetCenter(Triangle)
float Triangle.GetDistanceSq(Triangle self,Vector3 vPoint)
float Triangle.GetDistanceSq(Triangle self,Vector3 vPoint,Vector3 vNearest)
float Triangle.GetDistanceSq(Triangle self,Segment tSeg,Vector3 vNearest)
float Triangle.GetDoubleArea(Triangle)
float Triangle.GetLongestLengthSq(Triangle)
Vector3 Triangle.GetNormal(Triangle)
Vector3 Triangle.GetNormalNoUnit(Triangle)
Plane Triangle.GetPlane(Triangle)
Vector3 Triangle.GetRandomPosition(Triangle)
Vector3 Triangle.GetRandomPositionBetter(Triangle)
bool Triangle.Intersects(Triangle self,Capsule capsule)
bool Triangle.Intersects(Triangle self,Box box)
bool Triangle.Intersects(Triangle self,Obb obb)
bool Triangle.Intersects(Triangle self,Sphere sphere)
bool Triangle.Intersects(Triangle self,Capsule capsule,Collision collision)
bool Triangle.Intersects(Triangle self,Box box,Collision collision)
bool Triangle.Intersects(Triangle self,Obb obb,Collision collision)
bool Triangle.Intersects(Triangle self,Sphere sphere,Collision collision)
bool Triangle.Intersects(Triangle self,Triangle tTriangle,float fTolNeg,bool bCollideIfAdjacent)
bool Triangle.Intersects(Triangle self,Triangle tTriangle,Collision tCollision,float fTolNeg,bool bCollideIfAdjacent)
void Triangle.Set(Triangle,Vector3 vA,Vector3 vB,Vector3 vC)
void Triangle.Transform(Triangle,Matrix mat)
Triangle Triangle.__mul(Triangle,float fMultiply)
Triangle Triangle.__add(Triangle,Vector3 vMove)
Class Object3D
Object3D Object3D.New(string sModel)
Object3D Object3D.New()
Object3D Object3D.New(string sModel,Matrix matrix)
Box Object3D.GetAbsBox(CObject3DLua)
Vector3 Object3D.GetAbsDirection(CObject3DLua)
Matrix Object3D.GetAbsMatrix(CObject3DLua)
Matrix Object3D.GetAbsMatrixInv(CObject3DLua)
Vector3 Object3D.GetAbsPosition(CObject3DLua)
Quaternion Object3D.GetAbsRotation(CObject3DLua)
Vector3 Object3D.GetAbsScale(CObject3DLua)
Box Object3D.GetBoxObject(CObject3DLua)
Vector3 Object3D.GetRelScale(CObject3DLua)
void Object3D.SetAbsMatrix(Object3D self,Matrix tMatrix)
void Object3D.SetAbsMatrix(Object3D self,Matrix tMatrix,Quaternion qAbsRotation,Vector3 vRelScale)
void Object3D.SetAbsPosition(CObject3DLua,Vector3 vPosition)
void Object3D.SetAbsPositionAndRotation(CObject3DLua,Vector3 vPosition,Quaternion qRotate)
void Object3D.SetAbsPositionRotationScale(CObject3DLua,Vector3 vPosition,Quaternion qRotate,Vector3 vScale)
void Object3D.SetAbsRotation(CObject3DLua,Quaternion qRotate)
void Object3D.SetBoxWorld(CObject3DLua,Box tAbsBox)
void Object3D.SetBoxWorldInfinite(CObject3DLua)
void Object3D.SetModel(CObject3DLua,string sModel)
void Object3D.SetModelWithHierarchy(CObject3DLua,string sModel)
void Object3D.SetPosRotBoxWorld(CObject3DLua,Box tAbsBox)
void Object3D.SetRelScale(Object3D self,float fScale)
void Object3D.SetRelScale(Object3D self,Vector3 vScale)
void Object3D.SetVisibility(CObject3DLua,float fVisibility)
float Object3D.ToCameraSq(CObject3DLua)
bool Object3D.WasInCamera(CObject3DLua)
Class PhysicRigid
PhysicRigid PhysicRigid.Activate(CObject3DLua tObj,Vector3 vVel,Vector3 vAngVel,float fLifeTime,bool bExplodeOnCollideFirstTime,float fDamagePlayerOnCollide)
void PhysicRigid.ActivatePhysics(Scene pScene,CObject3DLua pObj,bool bWithEffect)
bool PhysicRigid.ActivatePhysicsNear(Scene pScene,Obb tObb,CObject3DLua pExcluding)
Vector3 PhysicRigid.ComputeParabolicVel(Vector3 vPos,Vector3 vTarget,float fTime)
Vector3 PhysicRigid.ComputeParabolicVel(Vector3 vPos,Vector3 vTarget,float fTime,float fGravity)
float PhysicRigid.ComputeTimeToFall(float fDistance)
float PhysicRigid.ComputeTimeToFall(float fDistance,float fVelUpwards)
Vector3 PhysicRigid.GetAngVel(Quaternion qVel)
Vector3 PhysicRigid.GetAngVel(CComponentPhysicRigid)
Vector3 PhysicRigid.GetVel(CComponentPhysicRigid)
Vector3 PhysicRigid.GetVelSafe(CComponentPhysicRigid)
void PhysicRigid.ResumePhysics(CComponentPhysicRigid)
void PhysicRigid.SetAngVel(CComponentPhysicRigid,Vector3 vVel)
void PhysicRigid.SetCollideAgain(CComponentPhysicRigid)
void PhysicRigid.SetMass(CComponentPhysicRigid,float fMass)
void PhysicRigid.SetNoCollideFor(CComponentPhysicRigid,float fTime)
void PhysicRigid.SetPos(CComponentPhysicRigid,Vector3 vPos)
void PhysicRigid.SetVel(CComponentPhysicRigid,Vector3 vVel)
void PhysicRigid.StopPhysics(CComponentPhysicRigid)
Class Input
float Input.GetJoyLeftTriggerState()
float Input.GetJoyRightTriggerState()
Vector2 Input.GetJoyStickState(UINT iStick)
float Input.GetTouchpadAspectRatio()
Vector2 Input.GetTouchpadPos()
bool Input.IsAnyTouchpad()
bool Input.IsDpadJustPressed(WORD wDirection)
bool Input.IsDpadPressed(WORD wDirection)
bool Input.IsDpadReleased(WORD wDirection)
bool Input.IsJoyButtonPressed(DWORD dwJoyButton)
bool Input.IsJoyButtonReleased(DWORD dwJoyButton)
bool Input.IsJoystickConnected()
bool Input.IsJoystickPresent()
bool Input.IsKeyPressed(BYTE byKeyCode)
bool Input.IsKeyReleased(BYTE byKeyCode)
bool Input.IsMouseButtonJustPressed(int iMouseButton)
bool Input.IsMouseButtonPressed(UINT iMouseButton)
bool Input.IsMouseButtonReleased(UINT iMouseButton)
bool Input.IsTouchpadPressed()
void Input.MaximizeGamepadShake(float fShake)
void Input.ResetKey(BYTE byKeyCode)
void Input.ResetMouseButton(UINT iMouseButton)
Vector2 Input.GetMouseMove()
Vector2 Input.GetMoveControl()
Vector2 Input.GetLookControl()
float Input.GetAxisAltitude()
bool Input.IsShootButtonPressed()
bool Input.IsTelekButtonPressed()