Documentation
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Index ¶
- Constants
- func Align4(value uintptr) uint32
- func Assert(v bool)
- func ClosestHeightPointTriangle(h *float32, p, a, b, c Vector3f) bool
- func CompareApproximatelyQ(q1, q2 Quaternionf, epsilon float32) bool
- func CompareApproximatelyV(inV0, inV1 Vector3f, inMaxDist float32) bool
- func DecodePolyId(salt *uint32, it *uint32, typ *uint32, ip *uint32, ref NavMeshPolyRef)
- func DecodePolyIdPoly(ref NavMeshPolyRef) uint32
- func DecodePolyIdSalt(ref NavMeshPolyRef) uint32
- func DecodePolyIdTile(ref NavMeshPolyRef) uint32
- func DecodePolyIdType(ref NavMeshPolyRef) uint32
- func Distance(a, b Vector3f) float32
- func Dot2D(a, b Vector3f) float32
- func DotQuaternionf(l, r Quaternionf) float32
- func DotVector3f(l, r Vector3f) float32
- func FindFurthestIntersectionIndices(a []NavMeshPolyRef, b []NavMeshPolyRef, na, nb int32, ia, ib *int32) bool
- func FloatAbs(d float32) float32
- func FloatClamp(v, min, max float32) float32
- func FloatMax(l, r float32) float32
- func FloatMin(l, r float32) float32
- func FloorfToInt(f float32) int32
- func GetCostModifier(navmesh *NavMesh, filter *QueryFilter, ref NavMeshPolyRef) float32
- func GetNavMeshNodeIndex(start, end *NavMeshNode) int32
- func GetPolyIndex(tile *NavMeshTile, poly *NavMeshPoly) uint32
- func GetSlabCoord(va Vector3f, side int32) float32
- func GetTileIndex(begin, end *NavMeshTile) int32
- func HashRef(a NavMeshPolyRef) uint32
- func InsertInterval(ints []SegInterval, nints int32, maxInts int32, tmin int16, tmax int16, ...) int32
- func IntersectAABBAABB(a, b MinMaxAABB) bool
- func IntersectSegmentPoly2D(tmin, tmax *float32, segMin, segMax *int32, p0, p1 Vector3f, verts []Vector3f, ...) bool
- func IntersectionAABBAABB(a, b MinMaxAABB, outBoxIntersect *MinMaxAABB) bool
- func InvalidateNavMeshHit(hit *NavMeshHit)
- func InverseTransformAABB(aabb AABB, position Vector3f, rotation Quaternionf, result *AABB)
- func IsPowerOfTwo(mask int32) bool
- func IsSameTile(ref1, ref2 NavMeshPolyRef) bool
- func LerpFloat32(from, to, t float32) float32
- func Magnitude(inV Vector3f) float32
- func MakeDetailEdgeSlabs(slabs []Vector2f, pts []Vector3f, npts int32, side int32)
- func NavMeshStatusDetail(status NavMeshStatus, detail NavMeshStatus) bool
- func NavMeshStatusFailed(status NavMeshStatus) bool
- func NavMeshStatusInProgress(status NavMeshStatus) bool
- func NavMeshStatusSucceed(status NavMeshStatus) bool
- func NeighbourLocation(x *int32, y *int32, side int32)
- func NexSurfaceId() int32
- func NextIndex(index, modulus int32) int32
- func NextPowerOfTwo(v uint32) uint32
- func OppositeTile(side int32) int32
- func OverlapBounds(amin, amax, bmin, bmax Vector3f) bool
- func OverlapDetailSlabs(aslabs []Vector2f, acount int32, bslabs []Vector2f, bcount int32, px float32, ...) bool
- func OverlapPolyPoly2D(polya []Vector3f, npolya int32, polyb []Vector3f, npolyb int32) bool
- func OverlapQuantBounds(amin []uint16, amax []uint16, bmin []uint16, bmax []uint16) bool
- func OverlapRange(amin, amax, bmin, bmax, eps float32) bool
- func OverlapSlabs(amin Vector2f, amax Vector2f, bmin Vector2f, bmax Vector2f, px float32, ...) bool
- func Perp2D(u, v Vector3f) float32
- func PointInPolygon2D(pt Vector3f, verts []Vector3f, nverts int32) bool
- func ProjectPointToPoly2DLocal(pos Vector3f, poly *NavMeshPoly, tile *NavMeshTile, projectedPos *Vector3f) bool
- func ProjectPoly(rmin, rmax *float32, axis Vector3f, poly []Vector3f, npoly int32)
- func ProjectToPolyDetail(tile *NavMeshTile, poly *NavMeshPoly, pos Vector3f, height *float32) bool