Introduction
Units
Class Hierarchy
Classes, Interfaces, Objects and Records
Types
Variables
Constants
Functions and Procedures
Identifiers
Conclusion
Check collision between two AABBs.
Check collision between an AABB and a sphere.
Add vectors.
Check if vectors are different.
Check if vectors are the same.
Build a box with the given values.
Return a box with all values in zero.
Removes all material description, returning to default.
Build a color from components.
Create a box.
Create a cube.
Divide a vector by a scalar.
Calculate the radius of the sphere that encloses all points in the list.
Calculate the cross product between the given vectors.
Calculate the distace between two points.
Calculate the square distance between two points.
Calculate the distance from point P to line segment A - B.
P
A - B
Calculate the square of the distance from point P to line segment A - B.
Calculates dot product of given vectors.
Return the given vector with a magitude (length) of 1.
1
Calculate the opposite vector.
Get the normal of the plane defined by the given vertices.
Returns the direction where the Target relative to the Chaser.
Target
Chaser
Construct a 3D translation matrix that rotate points around all three axis by the specified amount (given in degrees).
Construct a 3D scaling matrix.
Construct a full 3D transformation matrix.
Construct a 3D translation matrix.
Calculate length of the vector.
Calculate the squared length of the vector.
Calculate linear interpolation between given vectors.
Construct a 3D tranformation matrix which will rotate points around the x axis by the specified amount (given in degrees).
Construct a 3D tranformation matrix which will rotate points around the t axis by the specified amount (given in degrees).
Construct a 3D tranformation matrix which will rotate points around the z axis by the specified amount (given in degrees).
Build the identity matrix.
Check if point is inside the given AABB.
Check if point is at a distance from the given box.
Check if given sphere is inside the given AABB.
Load 3D model.
Create a model from a PLG file.
Load a Wavefront Material Template Library (mtl) file.
Create a model from a Wavefront .obj file.
Multiply two matrices.
Multiply a vector by a scalar.
Multiply the given vector with the given matrix.
Register a 3D model loader.
Map box texture to a 3 texture strip.
Draw a wired bounding box.
Draw a wired sphere.
The same than MultiplyVectorMatrix but assumes that matrix is rotation only.
Scale all vertex of the list.
Replace current OpenGL matrix with the given one.
Check collision between two spheres.
Substract vectors.
Build a 3D vector.
Build a 4D vector.
Build a string with vector values.