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__forceinline vec4 | Math::operator- (const vec4 &lhs) |
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__forceinline vec4 | Math::operator* (const vec4 &lhs, scalar t) |
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__forceinline vec4 | Math::operator* (const vec4 &lhs, const vec4 &rhs) |
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__forceinline vec4 | Math::operator+ (const vec4 &lhs, const vec4 &rhs) |
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__forceinline vec4 | Math::operator- (const vec4 &lhs, const vec4 &rhs) |
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__forceinline scalar | Math::length (const vec4 &v) |
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__forceinline scalar | Math::length3 (const vec4 &v) |
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__forceinline scalar | Math::lengthsq (const vec4 &v) |
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__forceinline scalar | Math::lengthsq3 (const vec4 &v) |
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__forceinline vec4 | Math::reciprocal (const vec4 &v) |
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__forceinline vec4 | Math::reciprocalapprox (const vec4 &v) |
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__forceinline vec4 | Math::multiply (const vec4 &v0, const vec4 &v1) |
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__forceinline vec4 | Math::multiplyadd (const vec4 &v0, const vec4 &v1, const vec4 &v2) |
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__forceinline vec4 | Math::divide (const vec4 &v0, const vec4 &v1) |
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__forceinline vec4 | Math::abs (const vec4 &v) |
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__forceinline vec4 | Math::cross3 (const vec4 &v0, const vec4 &v1) |
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__forceinline scalar | Math::dot (const vec4 &v0, const vec4 &v1) |
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__forceinline scalar | Math::dot3 (const vec4 &v0, const vec4 &v1) |
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__forceinline vec4 | Math::barycentric (const vec4 &v0, const vec4 &v1, const vec4 &v2, scalar f, scalar g) |
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__forceinline vec4 | Math::catmullrom (const vec4 &v0, const vec4 &v1, const vec4 &v2, const vec4 &v3, scalar s) |
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__forceinline vec4 | Math::hermite (const vec4 &v1, const vec4 &t1, const vec4 &v2, const vec4 &t2, scalar s) |
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__forceinline scalar | Math::angle (const vec4 &v0, const vec4 &v1) |
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__forceinline vec4 | Math::lerp (const vec4 &v0, const vec4 &v1, scalar s) |
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__forceinline vec4 | Math::maximize (const vec4 &v0, const vec4 &v1) |
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__forceinline vec4 | Math::minimize (const vec4 &v0, const vec4 &v1) |
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__forceinline vec4 | Math::clamp (const vec4 &clamp, const vec4 &min, const vec4 &max) |
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__forceinline vec4 | Math::normalize (const vec4 &v) |
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__forceinline vec4 | Math::normalizeapprox (const vec4 &v) |
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__forceinline vec4 | Math::normalize3 (const vec4 &v) |
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__forceinline vec4 | Math::normalize3approx (const vec4 &v) |
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__forceinline vec4 | Math::reflect (const vec4 &normal, const vec4 &incident) |
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__forceinline vec4 | Math::perspective_div (const vec4 &v) |
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__forceinline bool | Math::less_any (const vec4 &v0, const vec4 &v1) |
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__forceinline bool | Math::less_all (const vec4 &v0, const vec4 &v1) |
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__forceinline bool | Math::lessequal_any (const vec4 &v0, const vec4 &v1) |
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__forceinline bool | Math::lessequal_all (const vec4 &v0, const vec4 &v1) |
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__forceinline bool | Math::greater_any (const vec4 &v0, const vec4 &v1) |
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__forceinline bool | Math::greater_all (const vec4 &v0, const vec4 &v1) |
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__forceinline bool | Math::greaterequal_any (const vec4 &v0, const vec4 &v1) |
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__forceinline bool | Math::greaterequal_all (const vec4 &v0, const vec4 &v1) |
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__forceinline bool | Math::equal_any (const vec4 &v0, const vec4 &v1) |
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__forceinline bool | Math::nearequal (const vec4 &v0, const vec4 &v1, const float epsilon) |
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__forceinline bool | Math::nearequal (const vec4 &v0, const vec4 &v1, const vec4 &epsilon) |
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__forceinline vec4 | Math::less (const vec4 &v0, const vec4 &v1) |
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__forceinline vec4 | Math::greater (const vec4 &v0, const vec4 &v1) |
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__forceinline vec4 | Math::equal (const vec4 &v0, const vec4 &v1) |
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__forceinline bool | Math::less3_any (const vec4 &v0, const vec4 &v1) |
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__forceinline bool | Math::less3_all (const vec4 &v0, const vec4 &v1) |
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__forceinline bool | Math::lessequal3_any (const vec4 &v0, const vec4 &v1) |
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__forceinline bool | Math::lessequal3_all (const vec4 &v0, const vec4 &v1) |
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__forceinline bool | Math::greater3_any (const vec4 &v0, const vec4 &v1) |
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__forceinline bool | Math::greater3_all (const vec4 &v0, const vec4 &v1) |
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__forceinline bool | Math::greaterequal3_any (const vec4 &v0, const vec4 &v1) |
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__forceinline bool | Math::greaterequal3_all (const vec4 &v0, const vec4 &v1) |
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__forceinline bool | Math::equal3_any (const vec4 &v0, const vec4 &v1) |
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__forceinline bool | Math::equal3_all (const vec4 &v0, const vec4 &v1) |
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__forceinline bool | Math::nearequal3 (const vec4 &v0, const vec4 &v1, const vec4 &epsilon) |
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__forceinline vec4 | Math::splat (const vec4 &v, uint element) |
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__forceinline vec4 | Math::splat_x (const vec4 &v) |
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__forceinline vec4 | Math::splat_y (const vec4 &v) |
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__forceinline vec4 | Math::splat_z (const vec4 &v) |
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__forceinline vec4 | Math::splat_w (const vec4 &v) |
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__forceinline vec4 | Math::permute (const vec4 &v0, const vec4 &v1, unsigned int i0, unsigned int i1, unsigned int i2, unsigned int i3) |
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__forceinline vec4 | Math::select (const vec4 &v0, const vec4 &v1, const uint i0, const uint i1, const uint i2, const uint i3) |
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__forceinline vec4 | Math::select (const vec4 &v0, const vec4 &v1, const vec4 &control) |
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__forceinline vec4 | Math::floor (const vec4 &v) |
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__forceinline vec4 | Math::ceil (const vec4 &v) |
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__forceinline vec3 | Math::xyz (const vec4 &v) |
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