Richard Boegli's CnC_Generals_Zero_Hour Fork WIP
This is documentation of Richard Boegil's Zero Hour Fork
 
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NormalCone Member List

This is the complete list of members for NormalCone, including all inherited members.

Add(const Vector3 &a, const Vector3 &b, Vector3 *c)Vector3static
Add(const Vector3 &a, const Vector3 &b, Vector3 *c)Vector3static
AngleNormalCone
Cap_Absolute_To(const Vector3 &a)Vector3
Cap_Absolute_To(const Vector3 &a)Vector3
Complete_Sphere()NormalConeinline
Convert_To_ABGR(void) constVector3
Convert_To_ABGR(void) constVector3
Convert_To_ARGB(void) constVector3
Convert_To_ARGB(void) constVector3
Cross_Product(const Vector3 &a, const Vector3 &b, Vector3 *result)Vector3static
Cross_Product(const Vector3 &a, const Vector3 &b)Vector3static
Cross_Product(const Vector3 &a, const Vector3 &b, Vector3 *result)Vector3static
Cross_Product_X(const Vector3 &a, const Vector3 &b)Vector3static
Cross_Product_X(const Vector3 &a, const Vector3 &b)Vector3static
Cross_Product_Y(const Vector3 &a, const Vector3 &b)Vector3static
Cross_Product_Y(const Vector3 &a, const Vector3 &b)Vector3static
Cross_Product_Z(const Vector3 &a, const Vector3 &b)Vector3static
Cross_Product_Z(const Vector3 &a, const Vector3 &b)Vector3static
Distance(const Vector3 &p1, const Vector3 &p2)Vector3static
Distance(const Vector3 &p1, const Vector3 &p2)Vector3static
Dot_Product(const Vector3 &a, const Vector3 &b)Vector3static
Dot_Product(const Vector3 &a, const Vector3 &b)Vector3static
Find_X_At_Y(float y, const Vector3 &p1, const Vector3 &p2)Vector3static
Find_X_At_Y(float y, const Vector3 &p1, const Vector3 &p2)Vector3static
Find_X_At_Z(float z, const Vector3 &p1, const Vector3 &p2)Vector3static
Find_X_At_Z(float z, const Vector3 &p1, const Vector3 &p2)Vector3static
Find_Y_At_X(float x, const Vector3 &p1, const Vector3 &p2)Vector3static
Find_Y_At_X(float x, const Vector3 &p1, const Vector3 &p2)Vector3static
Find_Y_At_Z(float z, const Vector3 &p1, const Vector3 &p2)Vector3static
Find_Y_At_Z(float z, const Vector3 &p1, const Vector3 &p2)Vector3static
Find_Z_At_X(float x, const Vector3 &p1, const Vector3 &p2)Vector3static
Find_Z_At_X(float x, const Vector3 &p1, const Vector3 &p2)Vector3static
Find_Z_At_Y(float z, const Vector3 &p1, const Vector3 &p2)Vector3static
Find_Z_At_Y(float z, const Vector3 &p1, const Vector3 &p2)Vector3static
Get_Coplanar_Normals(const Vector3 &Input, Vector3 &Output1, Vector3 &Output2) constNormalConeinline
Get_Coplanar_Normals_And_Dots(const Vector3 &Input, Vector3 &Output1, Vector3 &Output2, float &dot1, float &dot2) constNormalConeinline
Is_Valid(void) constVector3
Is_Valid(void) constVector3
Length(void) constVector3
Length(void) constVector3
Length2(void) constVector3
Length2(void) constVector3
Lerp(const Vector3 &a, const Vector3 &b, float alpha, Vector3 *set_result)Vector3static
Lerp(const Vector3 &a, const Vector3 &b, float alpha, Vector3 *set_result)Vector3static
Merge(const Vector3 &Input)NormalConeinline
Merge(const NormalCone &Input)NormalConeinline
NormalCone()NormalConeinline
NormalCone(const Vector3 &normal, float angle=1.0f)NormalConeinline
Normalize(void)Vector3
Normalize(void)Vector3
Normalized_Cross_Product(const Vector3 &a, const Vector3 &b, Vector3 *result)Vector3static
operator*=(float k)Vector3inline
operator*=(float k)Vector3inline
operator+() constVector3inline
operator+() constVector3inline
operator+=(const Vector3 &v)Vector3inline
operator+=(const Vector3 &v)Vector3inline
operator-() constVector3inline
operator-() constVector3inline
operator-=(const Vector3 &v)Vector3inline
operator-=(const Vector3 &v)Vector3inline
operator/=(float k)Vector3inline
operator/=(float k)Vector3inline
operator=(const Vector3 &v)Vector3inline
operator=(const Vector3 &v)Vector3inline
operator[](int i)Vector3inline
operator[](int i) constVector3inline
operator[](int i)Vector3inline
operator[](int i) constVector3inline
Quick_Distance(const Vector3 &p1, const Vector3 &p2)Vector3static
Quick_Distance(const Vector3 &p1, const Vector3 &p2)Vector3static
Quick_Length(void) constVector3
Quick_Length(void) constVector3
Rotate_X(float angle)Vector3
Rotate_X(float s_angle, float c_angle)Vector3
Rotate_X(float angle)Vector3
Rotate_X(float s_angle, float c_angle)Vector3
Rotate_Y(float angle)Vector3
Rotate_Y(float s_angle, float c_angle)Vector3
Rotate_Y(float angle)Vector3
Rotate_Y(float s_angle, float c_angle)Vector3
Rotate_Z(float angle)Vector3
Rotate_Z(float s_angle, float c_angle)Vector3
Rotate_Z(float angle)Vector3
Rotate_Z(float s_angle, float c_angle)Vector3
Scale(const Vector3 &scale)Vector3
Scale(const Vector3 &scale)Vector3
Set(const Vector3 &normal, float angle=1.0f)NormalConeinline
Set(const NormalCone &src)NormalConeinline
Vector3::Set(float x, float y, float z)Vector3inline
Vector3::Set(const Vector3 &that)Vector3inline
Smallest_Dot_Product(const Vector3 &Input)NormalConeinline
Subtract(const Vector3 &a, const Vector3 &b, Vector3 *c)Vector3static
Subtract(const Vector3 &a, const Vector3 &b, Vector3 *c)Vector3static
Update_Max(const Vector3 &a)Vector3
Update_Max(const Vector3 &a)Vector3
Update_Min(const Vector3 &a)Vector3
Update_Min(const Vector3 &a)Vector3
Vector3(void)Vector3inline
Vector3(const Vector3 &v)Vector3inline
Vector3(float x, float y, float z)Vector3inline
Vector3(const float vector[3])Vector3inline
Vector3(void)Vector3inline
Vector3(const Vector3 &v)Vector3inline
Vector3(float x, float y, float z)Vector3inline
Vector3(const float vector[3])Vector3inline
XVector3
YVector3
ZVector3