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    Tactics: Western Philosophers Vs. Musicians
    0.12
    
   A turn-based tactical game combining rules and gameplay elements inspired by Final Fantasy Tactics and the Mayfair Exponential Game System. Unlike most games of this type, motion is in full, grid-less 3D. 
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All Math classes, functions, variables, and constants. More...
Classes | |
| class | Interpolator | 
| struct | ILerpOverTime | 
| struct | LerpOverTime1 | 
| struct | LerpOverTime3 | 
| struct | LerpOverTime3x3 | 
| class | Matrix3x3 | 
| class | Path | 
| class | Point | 
| class | Quaternion | 
Functions | |
| const float | PI (3.14159265f) | 
| const float | DEGREES_TO_RADIANS (0.01745329f) | 
| const float | RADIANS_TO_DEGREES (57.29577951f) | 
| const float | PSEUDO_INFINITY (1000000.0f) | 
| const float | CLOSE_TO_ZERO (0.00001f) | 
| float | getRadFromDeg (float deg_) | 
| float | rand01 () | 
| float | randNeg1Pos1 () | 
| int | roundToInt (double num_) | 
| Utils::uint | roundToUInt (float num_) | 
| Utils::uint | timeStamp () | 
| template<class T > | |
| T | clamp (T &num_, const T &min_=0, const T &max_=1) | 
| Matrix3x3 | operator* (const Matrix3x3 &lhs_, const Matrix3x3 &rhs_) | 
| Matrix3x3 | getRotation (const Math::Point<> &axis_, float radians_) | 
| void | getAxisAngle (const Matrix3x3 &rot_, Math::Point<> &axis_, float &radians_) | 
| Math::Point | operator* (const Math::Point<> &lhs_, const Matrix3x3 &rhs_) | 
| template<class T , class U > | |
| bool | operator== (const Point< T > &lhs_, const Point< U > &rhs_) | 
| template<class T , class U > | |
| bool | operator!= (const Point< T > &lhs_, const Point< U > &rhs_) | 
| template<class T , class U > | |
| Point< T > | operator+ (const Point< T > &lhs_, const Point< U > &rhs_) | 
| template<class T , class U > | |
| Point< T > | operator- (const Point< T > &lhs_, const Point< U > &rhs_) | 
| template<class T , class U > | |
| Point< T > | operator* (const Point< T > &lhs_, const Point< U > &rhs_) | 
| template<class T , class U > | |
| Point< T > | operator/ (const Point< T > &lhs_, const Point< U > &rhs_) | 
| template<class T , class U > | |
| Point< T > | operator* (const Point< T > &lhs_, const U &rhs_) | 
| template<class T , class U > | |
| Point< T > | operator/ (const Point< T > &lhs_, const U &rhs_) | 
| template<class T , class U > | |
| T | getLength (const Point< T > &lhs_, const Point< U > &rhs_) | 
| template<class T , class U > | |
| Point< T > | interpolate (const Point< T > &lhs_, const Point< U > &rhs_, float amount_) | 
| Point< float, 2 > | RandPointInOrOnCircle (float radius_) | 
Variables | |
| const Matrix3x3 | g_identityMatrix3x3 | 
| const Point | g_origin | 
| const Point | g_xAxis (1.0f, 0.0f, 0.0f) | 
| const Point | g_yAxis (0.0f, 1.0f, 0.0f) | 
| const Point | g_zAxis (0.0f, 0.0f, 1.0f) | 
| const Quaternion | g_multIdentityQuat | 
All Math classes, functions, variables, and constants.
      
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If a number is out of specified bounds, set it to the nearest bound, and return the difference between the original value and nearest bound.
| num_ | the number to check | 
| min_ | the minimum bound | 
| max_ | the maximum bound | 
| const float OpenSkyNet::Math::CLOSE_TO_ZERO | ( | 0. | 00001f | ) | 
| const float OpenSkyNet::Math::DEGREES_TO_RADIANS | ( | 0. | 01745329f | ) | 
      
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Get the axis-angle representation of a matrix. NOTE: rot_ must be orthonormal Based on code from: http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
      
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Length
      
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Returns the # of radians equivalent to deg_ degrees.
      
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Return the rotation matrix corresponding to this axis/angle. NOTE: axis_ must be normalized
      
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Interpolation Return a point along a line defined by 2 points (endpoints inclusive)
| lhs_ | 1st bounding point to use for interpolation | 
| rhs_ | 2nd bounding point to use for interpolation | 
| amount_ | from 0 (lhs_) to 1 (rhs_) | 
      
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Inequality
      
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Matrix Multiplication
      
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Multiplication of a point by a matrix
      
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Component multiplication
      
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Multiplication of all axes by a scalar
      
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Addition
      
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Subtraction
      
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Component division
      
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Division of all axes by a scalar
      
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Equality
| const float OpenSkyNet::Math::PI | ( | 3. | 14159265f | ) | 
| const float OpenSkyNet::Math::PSEUDO_INFINITY | ( | 1000000. | 0f | ) | 
| const float OpenSkyNet::Math::RADIANS_TO_DEGREES | ( | 57. | 29577951f | ) | 
      
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Returns a pseudo-random float between 0.0 and 1.0.
      
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Returns a pseudo-random float between -1.0 and 1.0.
      
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Pick a random point in a circle of a given radius. First, try rejection sampling by picking a random point in a square of side 2r and test if it lies in or on the circle. If that fails after a few attempts (see code comments), then use this method: http://stackoverflow.com/questions/5837572/generate-a-random-point-within-a-circle-uniformly/5838055#5838055
      
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Round a double to an int.
      
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Round a positive float to an uint.
      
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Returns the number of seconds passed since the process started.
| const Math::Matrix3x3 OpenSkyNet::Math::g_identityMatrix3x3 | 
| const Math::Quaternion OpenSkyNet::Math::g_multIdentityQuat | 
| const Math::Point OpenSkyNet::Math::g_origin | 
| const Math::Point OpenSkyNet::Math::g_xAxis | 
| const Math::Point OpenSkyNet::Math::g_yAxis | 
| const Math::Point OpenSkyNet::Math::g_zAxis | 
 1.8.6