Space Engineers
Namespaces | Classes | Enumerations
Package VRageMath

Namespaces

package  PackedVector
 
package  Spatial
 

Classes

class  Base27Directions
 Base 26 directions and Vector3.Zero Each component is only 0,-1 or 1; More...
 
class  Base6Directions
 
struct  BoundingBox
 Defines an axis-aligned box-shaped 3D volume. More...
 
struct  BoundingBox2
 Defines an axis-aligned box-shaped 3D volume. More...
 
struct  BoundingBox2D
 Defines an axis-aligned box-shaped 3D volume. More...
 
struct  BoundingBox2I
 Defines an axis-aligned box-shaped 3D volume. More...
 
struct  BoundingBoxD
 Defines an axis-aligned box-shaped 3D volume. More...
 
class  BoundingBoxExtensions
 
struct  BoundingBoxI
 Defines an axis-aligned box-shaped 3D volume. More...
 
class  BoundingFrustum
 Defines a frustum and helps determine whether forms intersect with it. More...
 
class  BoundingFrustumD
 Defines a frustum and helps determine whether forms intersect with it. More...
 
class  BoundingFrustumExtensions
 
struct  BoundingSphere
 Defines a sphere. More...
 
struct  BoundingSphereD
 Defines a sphere. More...
 
struct  BoxCornerEnumerator
 
struct  Capsule
 
struct  CapsuleD
 
struct  Color
 Represents a four-component color using red, green, blue, and alpha data. More...
 
class  ColorExtensions
 
struct  CompressedPositionOrientation
 Defines a matrix. More...
 
class  Curve
 Stores an arbitrary collection of 2D CurveKey points, and provides methods for evaluating features of the curve they define. More...
 
class  CurveKey
 Represents a point in a multi-point curve. More...
 
class  CurveKeyCollection
 Contains the CurveKeys making up a Curve. More...
 
class  Gjk
 
class  GjkD
 
class  HyperSphereHelpers
 
struct  Line
 
struct  LineD
 
class  MathHelper
 Contains commonly used precalculated values.
 
struct  Matrix
 Defines a matrix. More...
 
struct  MatrixD
 Defines a matrix. More...
 
struct  MatrixI
 
struct  MyBlockOrientation
 
struct  MyBounds
 
class  MyCuboid
 
class  MyCuboidSide
 
class  MyDynamicAABBTree
 Dynamic aabb tree implementation as a prunning structure More...
 
class  MyDynamicAABBTreeD
 Dynamic aabb tree implementation as a prunning structure More...
 
struct  MyLineSegmentOverlapResult
 
class  MyMath
 
class  MyMortonCode3D
 
struct  MyOrientedBoundingBox
 
struct  MyOrientedBoundingBoxD
 
struct  MyQuad
 
struct  MyQuadD
 
struct  MyShort4
 
struct  MyTransform
 
struct  MyTransformD
 
struct  MyUShort4
 
class  NullableVector3DExtensions
 
class  NullableVector3Extensions
 
struct  Plane
 Defines a plane. More...
 
struct  PlaneD
 Defines a PlaneD. More...
 
struct  Point
 Defines a point in 2D space. More...
 
struct  Quaternion
 Defines a four-dimensional vector (x,y,z,w), which is used to efficiently rotate an object about the (x, y, z) vector by the angle theta, where w = cos(theta/2). More...
 
struct  QuaternionD
 Defines a four-dimensional vector (x,y,z,w), which is used to efficiently rotate an object about the (x, y, z) vector by the angle theta, where w = cos(theta/2). Uses double precision floating point numbers for calculation and storage More...
 
struct  Ray
 Defines a ray. More...
 
struct  RayD
 Defines a ray. More...
 
struct  Rectangle
 Defines a rectangle. More...
 
struct  RectangleF
 Structure using the same layout than System.Drawing.RectangleF More...
 
struct  SerializableRange
 
struct  SymetricSerializableRange
 
struct  Vector2
 Defines a vector with two components. More...
 
struct  Vector2B
 
struct  Vector2D
 Defines a vector with two components. More...
 
struct  Vector2I
 
struct  Vector3
 Defines a vector with three components. More...
 
struct  Vector3B
 
struct  Vector3D
 Defines a vector with three components. More...
 
class  Vector3Extensions
 Usefull Vector3 extensions
 
struct  Vector3I
 
struct  Vector3I_RangeIterator
 A class for simpler traversal of ranges of integer vectors More...
 
class  Vector3INormalEqualityComparer
 This can be used only to compare normal vectors of Vector3I, where X, Y and Z has values -1, 0 or 1 More...
 
struct  Vector3S
 
struct  Vector3UByte
 
struct  Vector3Ushort
 
struct  Vector4
 Defines a vector with four components. More...
 
struct  Vector4D
 Defines a vector with four components. More...
 
struct  Vector4I
 
struct  Vector4UByte
 

Enumerations

enum  ContainmentType { ContainmentType.Disjoint, ContainmentType.Contains, ContainmentType.Intersects }
 Indicates the extent to which bounding volumes intersect or contain one another. More...
 
enum  CurveContinuity { CurveContinuity.Smooth, CurveContinuity.Step }
 Defines the continuity of CurveKeys on a Curve. More...
 
enum  CurveLoopType {
  CurveLoopType.Constant, CurveLoopType.Cycle, CurveLoopType.CycleOffset, CurveLoopType.Oscillate,
  CurveLoopType.Linear
}
 Defines how the value of a Curve will be determined for positions before the first point on the Curve or after the last point on the Curve. More...
 
enum  CurveTangent { CurveTangent.Flat, CurveTangent.Linear, CurveTangent.Smooth }
 Specifies different tangent types to be calculated for CurveKey points in a Curve. More...
 
enum  PlaneIntersectionType { PlaneIntersectionType.Front, PlaneIntersectionType.Back, PlaneIntersectionType.Intersecting }
 Describes the intersection between a plane and a bounding volume. More...
 
enum  CubeFace {
  CubeFace.Left, CubeFace.Right, CubeFace.Up, CubeFace.Down,
  CubeFace.Forward, CubeFace.Backward
}
 

Enumeration Type Documentation

Indicates the extent to which bounding volumes intersect or contain one another.

Parameters
ContainsIndicates that one bounding volume completely contains the other.
DisjointIndicates there is no overlap between the bounding volumes.
IntersectsIndicates that the bounding volumes partially overlap.
Enumerator
Disjoint 
Contains 
Intersects 

Definition at line 7 of file ContainmentType.cs.

Face in a cube.

Enumerator
Left 
Right 
Up 
Down 
Forward 
Backward 

Definition at line 10 of file Vector3I.cs.

Defines the continuity of CurveKeys on a Curve.

Parameters
SmoothInterpolation can be used between this CurveKey and the next.
StepInterpolation cannot be used between this CurveKey and the next. Specifying a position between the two points returns this point.
Enumerator
Smooth 
Step 

Definition at line 7 of file CurveContinuity.cs.

Defines how the value of a Curve will be determined for positions before the first point on the Curve or after the last point on the Curve.

Parameters
ConstantThe Curve will evaluate to its first key for positions before the first point in the Curve and to the last key for positions after the last point.
CyclePositions specified past the ends of the curve will wrap around to the opposite side of the Curve.
CycleOffsetPositions specified past the ends of the curve will wrap around to the opposite side of the Curve. The value will be offset by the difference between the values of the first and last CurveKey multiplied by the number of times the position wraps around. If the position is before the first point in the Curve, the difference will be subtracted from its value; otherwise, the difference will be added.
LinearLinear interpolation will be performed to determine the value.
OscillatePositions specified past the ends of the Curve act as an offset from the same side of the Curve toward the opposite side.
Enumerator
Constant 
Cycle 
CycleOffset 
Oscillate 
Linear 

Definition at line 7 of file CurveLoopType.cs.

Specifies different tangent types to be calculated for CurveKey points in a Curve.

Parameters
FlatA Flat tangent always has a value equal to zero.
LinearA Linear tangent at a CurveKey is equal to the difference between its Value and the Value of the preceding or succeeding CurveKey. For example, in Curve MyCurve, where i is greater than zero and (i + 1) is less than the total number of CurveKeys in MyCurve, the linear TangentIn of MyCurve.Keys[i] is equal to: ( MyCurve.Keys[i].Value - MyCurve.Keys[i - 1].Value ) Similarly, the linear TangentOut is equal to: ( MyCurve.Keys[i + 1].Value - MyCurve.Keys[i].Value.)
SmoothA Smooth tangent smooths the inflection between a TangentIn and TangentOut by taking into account the values of both neighbors of the CurveKey. The smooth TangentIn of MyCurve.Keys[i] is equal to: ( ( MyCurve.Keys[i + 1].Value - MyCurve.Keys[i - 1].Value ) * ( ( MyCurve.Keys[i].Position - MyCurve.Keys[i - 1].Position ) / ( MyCurve.Keys[i + 1].Position - MyCurve.Keys[i-1].Position ) ) ) Similarly, the smooth TangentOut is equal to: ( ( MyCurve.Keys[i + 1].Value - MyCurve.Keys[i - 1].Value ) * ( ( MyCurve.Keys[i + 1].Position - MyCurve.Keys[i].Position ) / ( MyCurve.Keys[i + 1].Position - MyCurve.Keys[i - 1].Position ) ) )
Enumerator
Flat 
Linear 
Smooth 

Definition at line 7 of file CurveTangent.cs.

Describes the intersection between a plane and a bounding volume.

Parameters
BackThere is no intersection, and the bounding volume is in the negative half-space of the Plane.
FrontThere is no intersection, and the bounding volume is in the positive half-space of the Plane.
IntersectingThe Plane is intersected.
Enumerator
Front 
Back 
Intersecting 

Definition at line 7 of file PlaneIntersectionType.cs.