Class Coords
Elegy's coordinate system.
public static class Coords
- Inheritance
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Coords
- Inherited Members
Fields
Back
The global back vector.
public static readonly Vector3 Back
Field Value
Deg2Rad
Factor that converts degrees into radians.
public const float Deg2Rad = 0.017453292
Field Value
Deg2RadD
Factor that converts degrees into radians.
public const double Deg2RadD = 0.017453293005625408
Field Value
Down
The global down vector.
public static readonly Vector3 Down
Field Value
Forward
The global forward vector.
public static readonly Vector3 Forward
Field Value
Left
The global left vector.
public static readonly Vector3 Left
Field Value
Rad2Deg
Factor that converts radians into degrees.
public const float Rad2Deg = 57.295776
Field Value
Rad2DegD
Factor that converts radians into degrees.
public const double Rad2DegD = 57.29577791868205
Field Value
Right
The global right vector.
public static readonly Vector3 Right
Field Value
Turn
One full turn i.e. 360 degrees.
public static readonly float Turn
Field Value
TurnDown
One full turn downwards i.e. about the Right axis in reverse.
public static readonly Vector3 TurnDown
Field Value
TurnLeft
One full turn to the left i.e. about the Up axis in reverse.
public static readonly Vector3 TurnLeft
Field Value
TurnRight
One full turn to the right i.e. about the Up axis.
public static readonly Vector3 TurnRight
Field Value
TurnTwistLeft
One full twist counterclockwise i.e. about the Forward axis in reverse.
public static readonly Vector3 TurnTwistLeft
Field Value
TurnTwistRight
One full twist clockwise i.e. a turn about the Forward axis.
public static readonly Vector3 TurnTwistRight
Field Value
TurnUp
One full turn upwards i.e. about the Right axis.
public static readonly Vector3 TurnUp
Field Value
Up
The global up vector.
public static readonly Vector3 Up
Field Value
Methods
CreatePerspectiveMatrix(float, float, float, float)
public static Matrix4x4 CreatePerspectiveMatrix(float fov, float aspectRatio, float nearZ, float farZ)
Parameters
Returns
CreateViewMatrix(Vector3, Vector3, Vector3)
Constructs a view matrix that you can use for 3D camera transformations.
public static Matrix4x4 CreateViewMatrix(Vector3 position, Vector3 forward, Vector3 up)
Parameters
position
Vector3The position. Identity is Zero.
forward
Vector3The forward matrix. Identity is Forward.
up
Vector3The forward matrix. Identity is Up.
Returns
CreateViewMatrixDegrees(Vector3, Vector3)
public static Matrix4x4 CreateViewMatrixDegrees(Vector3 position, Vector3 angles)
Parameters
Returns
CreateViewMatrixRadians(Vector3, Vector3)
public static Matrix4x4 CreateViewMatrixRadians(Vector3 position, Vector3 angles)
Parameters
Returns
CreateWorldMatrix(Vector3, Vector3, Vector3)
public static Matrix4x4 CreateWorldMatrix(Vector3 position, Vector3 forward, Vector3 up)
Parameters
Returns
CreateWorldMatrixDegrees(Vector3, Vector3)
public static Matrix4x4 CreateWorldMatrixDegrees(Vector3 position, Vector3 angles)
Parameters
Returns
CreateWorldMatrixQuaternion(Vector3, Quaternion)
public static Matrix4x4 CreateWorldMatrixQuaternion(Vector3 position, Quaternion orientation)
Parameters
position
Vector3orientation
Quaternion
Returns
CreateWorldMatrixRadians(Vector3, Vector3)
public static Matrix4x4 CreateWorldMatrixRadians(Vector3 position, Vector3 angles)
Parameters
Returns
DirectionsFromDegrees(Vector3, out Vector3, out Vector3)
Calculates forward and up vectors from angles
, provided in degrees.
You can obtain a right vector by cross-producing forward and up.
public static void DirectionsFromDegrees(Vector3 angles, out Vector3 outForward, out Vector3 outUp)
Parameters
DirectionsFromQuat(Quaternion, out Vector3, out Vector3)
public static void DirectionsFromQuat(Quaternion orientation, out Vector3 outForward, out Vector3 outUp)
Parameters
orientation
QuaternionoutForward
Vector3outUp
Vector3
DirectionsFromRadians(Vector3, out Vector3, out Vector3)
Calculates forward and up vectors from angles
, provided in radians.
You can obtain a right vector by cross-producing forward and up.
public static void DirectionsFromRadians(Vector3 angles, out Vector3 outForward, out Vector3 outUp)
Parameters
ForwardFromQuat(Quaternion)
public static Vector3 ForwardFromQuat(Quaternion orientation)
Parameters
orientation
Quaternion
Returns
LocalQuatFromDegrees(Vector3)
public static Quaternion LocalQuatFromDegrees(Vector3 eulerAngles)
Parameters
eulerAngles
Vector3
Returns
LocalQuatFromRadians(Vector3)
public static Quaternion LocalQuatFromRadians(Vector3 eulerAngles)
Parameters
eulerAngles
Vector3
Returns
PlaneFromPoints(Vector3, Vector3, Vector3)
public static Plane PlaneFromPoints(Vector3 a, Vector3 b, Vector3 c)
Parameters
Returns
QuatAboutForward(float)
public static Quaternion QuatAboutForward(float angle)
Parameters
angle
float
Returns
QuatAboutRight(float)
public static Quaternion QuatAboutRight(float angle)
Parameters
angle
float
Returns
QuatAboutUp(float)
public static Quaternion QuatAboutUp(float angle)
Parameters
angle
float
Returns
QuatFromAxisAngle(Vector3, float)
public static Quaternion QuatFromAxisAngle(Vector3 axis, float angle)
Parameters
Returns
RightFromQuat(Quaternion)
public static Vector3 RightFromQuat(Quaternion orientation)
Parameters
orientation
Quaternion
Returns
UpFromQuat(Quaternion)
public static Vector3 UpFromQuat(Quaternion orientation)
Parameters
orientation
Quaternion
Returns
WorldQuatFromDegrees(Vector3)
public static Quaternion WorldQuatFromDegrees(Vector3 eulerAngles)
Parameters
eulerAngles
Vector3
Returns
WorldQuatFromRadians(Vector3)
public static Quaternion WorldQuatFromRadians(Vector3 eulerAngles)
Parameters
eulerAngles
Vector3