Documentation ¶
Index ¶
- Constants
- func AiAssert(ok bool, msg ...string)
- func AiSAtrToPrintable(in string, placeholders ...uint8) string
- func ArrayBounds[T any](in []T, boundMin, boundMax func(a T, b T) T) (min, max any)
- func ChooseMinMaxAiQuatKey(min, max *AiQuatKey)
- func ChooseMinMaxAiVertexWeight(min, max *AiVertexWeight)
- func ChooseMinMaxDouble() (min, max float64)
- func ChooseMinMaxFloat() (min, max float32)
- func ChooseMinMaxUint32() (min, max uint32)
- func ClearQuotationMark(s string) string
- func FastAtorealMove(cData []byte, check_commas ...bool) (res float64, index int, err error)
- func GetArea2D(v1, v2, v3 *AiVector2D) float64
- func GetBytesOrder() binary.ByteOrder
- func HexDigitToDecimal(in byte) (out uint)
- func IsCCW(in []*AiVector2D) bool
- func IsLittleEndian() bool
- func LowerBound(begin, end int, less func(index int) bool) int
- func Max[T Number](a, b T) T
- func Min[T Number](a, b T) T
- func OnLeftSideOfLine2D(p0, p1, p2 *AiVector2D) int
- func PointInTriangle2D(p0, p1, p2, pp *AiVector2D) bool
- func SliceAiVector3DToFloatArr(in []*AiVector3D) (out []float32)
- func StrTol10(inData string) (value int32, index int)
- func StrTol10_64(cData []byte, max_inout *uint32) (value uint64, index int, err error)
- func StrToul10_64(cData []byte, max_inout *uint32) (value uint64, index int, err error)
- func Strtoul10(in string) (value int32, index int)
- type AiColor3D
- type AiColor4D
- func (ai *AiColor4D) Add(o *AiColor4D) *AiColor4D
- func (ai *AiColor4D) BoundMax(a, b *AiColor4D) *AiColor4D
- func (ai *AiColor4D) BoundMin(a, b *AiColor4D) *AiColor4D
- func (ai *AiColor4D) Clone() *AiColor4D
- func (ai *AiColor4D) DivValue(f float32) *AiColor4D
- func (ai *AiColor4D) Equal(other *AiColor4D) bool
- func (ai *AiColor4D) FromPbMsg(data *pb_msg.AiColor4D) *AiColor4D
- func (ai *AiColor4D) Index(i int) float32
- func (ai *AiColor4D) Mul(v2 *AiColor4D) *AiColor4D
- func (ai *AiColor4D) MulValue(f float32) *AiColor4D
- func (ai *AiColor4D) NotEqual(other *AiColor4D) bool
- func (ai *AiColor4D) Sub(o *AiColor4D) *AiColor4D
- func (ai *AiColor4D) ToPbMsg() *pb_msg.AiColor4D
- type AiMatrix3x3
- func (ai *AiMatrix3x3) Determinant() float32
- func (ai *AiMatrix3x3) EpsEqual(m *AiMatrix3x3, epsilon float64) bool
- func (ai *AiMatrix3x3) Equal(m *AiMatrix3x3) bool
- func (ai *AiMatrix3x3) Index(p_iIndex int, j int) float32
- func (ai *AiMatrix3x3) Inverse() *AiMatrix3x3
- func (ai *AiMatrix3x3) MulMatrix3x3(m *AiMatrix3x3) *AiMatrix3x3
- func (ai *AiMatrix3x3) MulVector3d(pVector *AiVector3D) *AiVector3D
- func (ai *AiMatrix3x3) NotEqual(m *AiMatrix3x3) bool
- func (ai *AiMatrix3x3) Rotation(a float32, axis *AiVector3D, out AiMatrix3x3) AiMatrix3x3
- func (ai *AiMatrix3x3) RotationZ(a float32, out *AiMatrix3x3) *AiMatrix3x3
- func (ai *AiMatrix3x3) SetByIndex(i, j int, value float32)
- func (ai *AiMatrix3x3) Translation(v *AiVector2D) *AiMatrix3x3
- type AiMatrix4x4
- func (ai *AiMatrix4x4) AddMatrix4x4(m *AiMatrix4x4) *AiMatrix4x4
- func (ai *AiMatrix4x4) Clone() *AiMatrix4x4
- func (ai *AiMatrix4x4) Determinant() float32
- func (ai *AiMatrix4x4) Equal(m *AiMatrix4x4, tepsilon float32) bool
- func (ai *AiMatrix4x4) FromEulerAnglesXYZ(x, y, z float32) *AiMatrix4x4
- func (ai *AiMatrix4x4) FromPbMsg(p *pb_msg.AiMatrix4X4) *AiMatrix4x4
- func (ai *AiMatrix4x4) Index(p_iIndex int, j int) float32
- func (ai *AiMatrix4x4) Inverse() *AiMatrix4x4
- func (ai *AiMatrix4x4) MulAiMatrix4x4(m *AiMatrix4x4) *AiMatrix4x4
- func (ai *AiMatrix4x4) MulAiVector3D(pVector *AiVector3D) *AiVector3D
- func (ai *AiMatrix4x4) MulFloat32(aFloat float32) *AiMatrix4x4
- func (ai *AiMatrix4x4) NotEqual(m *AiMatrix4x4, tepsilon float32) bool
- func (ai *AiMatrix4x4) Set(p_iIndex int, j int, value float32)
- func (ai *AiMatrix4x4) ToPbMsg() *pb_msg.AiMatrix4X4
- func (mat *AiMatrix4x4) Transpose() *AiMatrix4x4
- type AiPropertyStore
- type AiQuatKey
- type AiQuaternion
- func (ai *AiQuaternion) BoundMax(b *AiQuaternion) *AiQuaternion
- func (ai *AiQuaternion) BoundMin(b *AiQuaternion) *AiQuaternion
- func (ai *AiQuaternion) Clone() *AiQuaternion
- func (ai *AiQuaternion) FromPbMsg(p *pb_msg.AiQuaternion) *AiQuaternion
- func (ai *AiQuaternion) ToPbMsg() *pb_msg.AiQuaternion
- type AiVector2D
- func (ai *AiVector2D) BoundMax(b *AiVector2D) *AiVector2D
- func (ai *AiVector2D) BoundMin(b *AiVector2D) *AiVector2D
- func (ai *AiVector2D) Clone() *AiVector2D
- func (ai *AiVector2D) Div(f float32) *AiVector2D
- func (ai *AiVector2D) FromPbMsg(data *pb_msg.AiVector2D) *AiVector2D
- func (ai *AiVector2D) Length() float32
- func (ai *AiVector2D) Mul(v2 *AiVector2D) float32
- func (ai *AiVector2D) Normalize() *AiVector2D
- func (ai *AiVector2D) Set(pX, pY float32)
- func (ai *AiVector2D) SquareLength() float32
- func (ai *AiVector2D) Sub(v2 *AiVector2D) *AiVector2D
- func (ai *AiVector2D) ToPbMsg() *pb_msg.AiVector2D
- type AiVector3D
- func (ai *AiVector3D) Add(o *AiVector3D) *AiVector3D
- func (ai *AiVector3D) BoundMax(b *AiVector3D) *AiVector3D
- func (ai *AiVector3D) BoundMin(b *AiVector3D) *AiVector3D
- func (ai *AiVector3D) Clone() *AiVector3D
- func (ai *AiVector3D) Div(f float64) *AiVector3D
- func (ai *AiVector3D) Equal(other *AiVector3D) bool
- func (ai *AiVector3D) Equal1(other *AiVector3D, epsilon float32)
- func (ai *AiVector3D) FromPbMsg(data *pb_msg.AiVector3D) *AiVector3D
- func (ai *AiVector3D) Index(i int) float32
- func (ai *AiVector3D) Length() float64
- func (ai *AiVector3D) Less(other *AiVector3D) bool
- func (ai *AiVector3D) Mul(f float32) *AiVector3D
- func (ai *AiVector3D) MulAiVector3D(v2 *AiVector3D) float64
- func (ai *AiVector3D) MulMatrix3x3(mat *AiMatrix3x3)
- func (ai *AiVector3D) MulMatrix4x4(mat *AiMatrix4x4)
- func (ai *AiVector3D) NegationOperationSymbol(v2 *AiVector3D) *AiVector3D
- func (ai *AiVector3D) Normalize() *AiVector3D
- func (ai *AiVector3D) NotEqual(other *AiVector3D) bool
- func (ai *AiVector3D) Set(pX, pY, pZ float32)
- func (ai *AiVector3D) SquareLength() float64
- func (ai *AiVector3D) Sub(o *AiVector3D) *AiVector3D
- func (ai *AiVector3D) ToPbMsg() *pb_msg.AiVector3D
- type AiVector4D
- type AiVectorKey
- type AiVertexWeight
- func (ai *AiVertexWeight) BoundMax(a, b *AiVertexWeight) *AiVertexWeight
- func (ai *AiVertexWeight) BoundMin(b *AiVertexWeight) *AiVertexWeight
- func (ai *AiVertexWeight) Clone() *AiVertexWeight
- func (ai *AiVertexWeight) FromPbMsg(p *pb_msg.AiVertexWeight) *AiVertexWeight
- func (ai *AiVertexWeight) ToPbMsg() *pb_msg.AiVertexWeight
- type Number
- type Pair
- type Queue
- func (q *Queue[T]) FindIndex(v T, eq func(v1, v2 T) bool) (i int)
- func (q *Queue[T]) Front() (v T)
- func (q *Queue[T]) Index(i int) T
- func (q *Queue[T]) PopBack() (v T)
- func (q *Queue[T]) PushBack(v T)
- func (q *Queue[T]) PushFront(v T)
- func (q *Queue[T]) Range(fn func(v T))
- func (q *Queue[T]) Size() int
Constants ¶
const AI_FAST_ATOF_RELAVANT_DECIMALS = 15
------------------------------------------------------------------------------------ ! Provides a fast function for converting a string into a float, ! about 6 times faster than atof in win32. If you find any bugs, please send them to me, niko (at) irrlicht3d.org. ------------------------------------------------------------------------------------ Number of relevant decimals for floating-point parsing.
const AiEpsilon = 1e-6
const NumItems = 16
Variables ¶
This section is empty.
Functions ¶
func AiSAtrToPrintable ¶
--------------------------------------------------------------------------------- / @brief Make a string printable by replacing all non-printable characters with / the specified placeholder character. / @param in The incoming string. / @param placeholder Placeholder character, default is a question mark. / @return The string, with all non-printable characters replaced.
func ArrayBounds ¶
func ChooseMinMaxAiQuatKey ¶
func ChooseMinMaxAiQuatKey(min, max *AiQuatKey)
func ChooseMinMaxAiVertexWeight ¶
func ChooseMinMaxAiVertexWeight(min, max *AiVertexWeight)
func ChooseMinMaxDouble ¶
func ChooseMinMaxDouble() (min, max float64)
func ChooseMinMaxFloat ¶
func ChooseMinMaxFloat() (min, max float32)
------------------------------------------------------------------------------- Start points for ArrayBounds<T> for all supported Ts
func ChooseMinMaxUint32 ¶
func ChooseMinMaxUint32() (min, max uint32)
func ClearQuotationMark ¶
func FastAtorealMove ¶
func GetArea2D ¶
func GetArea2D(v1, v2, v3 *AiVector2D) float64
func GetBytesOrder ¶
func HexDigitToDecimal ¶
------------------------------------------------------------------------------------ Convert just one hex digit Return value is UINT_MAX if the input character is not a hex digit. ------------------------------------------------------------------------------------
func IsCCW ¶
func IsCCW(in []*AiVector2D) bool
func IsLittleEndian ¶
func IsLittleEndian() bool
func OnLeftSideOfLine2D ¶
func OnLeftSideOfLine2D(p0, p1, p2 *AiVector2D) int
func PointInTriangle2D ¶
func PointInTriangle2D(p0, p1, p2, pp *AiVector2D) bool
func SliceAiVector3DToFloatArr ¶
func SliceAiVector3DToFloatArr(in []*AiVector3D) (out []float32)
func StrTol10 ¶
------------------------------------------------------------------------------------ signed variant of strtoul10 ------------------------------------------------------------------------------------
func StrTol10_64 ¶
func StrToul10_64 ¶
Types ¶
type AiColor3D ¶
type AiColor3D struct {
R, G, B float32
}
func NewAiColor3D ¶
func (*AiColor3D) MulColor3D ¶
* Component-wise multiplication
type AiColor4D ¶
type AiColor4D struct {
R, G, B, A float32
}
func ChooseMinMaxAiColor4D ¶
func ChooseMinMaxAiColor4D() (min, max *AiColor4D)
func NewAiColor4D ¶
func NewAiColor4D0 ¶
func NewAiColor4D0() *AiColor4D
func (*AiColor4D) Index ¶
------------------------------------------------------------------------------------------------
type AiMatrix3x3 ¶
func NewAiMatrix3x3 ¶
func NewAiMatrix3x3() *AiMatrix3x3
func NewAiMatrix3x3WithValues ¶
func NewAiMatrix3x3WithValues( _a1, _a2, _a3, _b1, _b2, _b3, _c1, _c2, _c3 float32) *AiMatrix3x3
func (*AiMatrix3x3) Determinant ¶
func (ai *AiMatrix3x3) Determinant() float32
func (*AiMatrix3x3) EpsEqual ¶
func (ai *AiMatrix3x3) EpsEqual(m *AiMatrix3x3, epsilon float64) bool
func (*AiMatrix3x3) Equal ¶
func (ai *AiMatrix3x3) Equal(m *AiMatrix3x3) bool
func (*AiMatrix3x3) Inverse ¶
func (ai *AiMatrix3x3) Inverse() *AiMatrix3x3
func (*AiMatrix3x3) MulMatrix3x3 ¶
func (ai *AiMatrix3x3) MulMatrix3x3(m *AiMatrix3x3) *AiMatrix3x3
func (*AiMatrix3x3) MulVector3d ¶
func (ai *AiMatrix3x3) MulVector3d(pVector *AiVector3D) *AiVector3D
func (*AiMatrix3x3) NotEqual ¶
func (ai *AiMatrix3x3) NotEqual(m *AiMatrix3x3) bool
func (*AiMatrix3x3) Rotation ¶
func (ai *AiMatrix3x3) Rotation(a float32, axis *AiVector3D, out AiMatrix3x3) AiMatrix3x3
func (*AiMatrix3x3) RotationZ ¶
func (ai *AiMatrix3x3) RotationZ(a float32, out *AiMatrix3x3) *AiMatrix3x3
func (*AiMatrix3x3) SetByIndex ¶
func (ai *AiMatrix3x3) SetByIndex(i, j int, value float32)
func (*AiMatrix3x3) Translation ¶
func (ai *AiMatrix3x3) Translation(v *AiVector2D) *AiMatrix3x3
type AiMatrix4x4 ¶
type AiMatrix4x4 struct {
A1, A2, A3, A4 float32
B1, B2, B3, B4 float32
C1, C2, C3, C4 float32
D1, D2, D3, D4 float32
}
func NewAiMatrix4x4FromAiMatrix3x3 ¶
func NewAiMatrix4x4FromAiMatrix3x3(m *AiMatrix3x3) *AiMatrix4x4
func NewAiMatrix4x4FromValues ¶
func NewAiMatrix4x4FromValues(_a1, _a2, _a3, _a4, _b1, _b2, _b3, _b4, _c1, _c2, _c3, _c4, _d1, _d2, _d3, _d4 float32) *AiMatrix4x4
func NewAiMatrix4x4Identify ¶
func NewAiMatrix4x4Identify() *AiMatrix4x4
func (*AiMatrix4x4) AddMatrix4x4 ¶
func (ai *AiMatrix4x4) AddMatrix4x4(m *AiMatrix4x4) *AiMatrix4x4
func (*AiMatrix4x4) Clone ¶
func (ai *AiMatrix4x4) Clone() *AiMatrix4x4
func (*AiMatrix4x4) Determinant ¶
func (ai *AiMatrix4x4) Determinant() float32
func (*AiMatrix4x4) Equal ¶
func (ai *AiMatrix4x4) Equal(m *AiMatrix4x4, tepsilon float32) bool
func (*AiMatrix4x4) FromEulerAnglesXYZ ¶
func (ai *AiMatrix4x4) FromEulerAnglesXYZ(x, y, z float32) *AiMatrix4x4
func (*AiMatrix4x4) FromPbMsg ¶
func (ai *AiMatrix4x4) FromPbMsg(p *pb_msg.AiMatrix4X4) *AiMatrix4x4
func (*AiMatrix4x4) Inverse ¶
func (ai *AiMatrix4x4) Inverse() *AiMatrix4x4
func (*AiMatrix4x4) MulAiMatrix4x4 ¶
func (ai *AiMatrix4x4) MulAiMatrix4x4(m *AiMatrix4x4) *AiMatrix4x4
func (*AiMatrix4x4) MulAiVector3D ¶
func (ai *AiMatrix4x4) MulAiVector3D(pVector *AiVector3D) *AiVector3D
func (*AiMatrix4x4) MulFloat32 ¶
func (ai *AiMatrix4x4) MulFloat32(aFloat float32) *AiMatrix4x4
func (*AiMatrix4x4) NotEqual ¶
func (ai *AiMatrix4x4) NotEqual(m *AiMatrix4x4, tepsilon float32) bool
func (*AiMatrix4x4) ToPbMsg ¶
func (ai *AiMatrix4x4) ToPbMsg() *pb_msg.AiMatrix4X4
func (*AiMatrix4x4) Transpose ¶
func (mat *AiMatrix4x4) Transpose() *AiMatrix4x4
type AiPropertyStore ¶
type AiPropertyStore struct {
Sentinel uint8
}
type AiQuatKey ¶
type AiQuatKey struct { /** The time of this key */ Time float64 /** The value of this key */ Value *AiQuaternion }
type AiQuaternion ¶
type AiQuaternion struct {
W, X, Y, Z float32
}
func ChooseMinMaxAiQuaternion ¶
func ChooseMinMaxAiQuaternion() (min, max *AiQuaternion)
func NewAiQuaternion ¶
func NewAiQuaternion(pw, px, py, pz float32) *AiQuaternion
func NewAiQuaternion0 ¶
func NewAiQuaternion0() *AiQuaternion
func (*AiQuaternion) BoundMax ¶
func (ai *AiQuaternion) BoundMax(b *AiQuaternion) *AiQuaternion
func (*AiQuaternion) BoundMin ¶
func (ai *AiQuaternion) BoundMin(b *AiQuaternion) *AiQuaternion
func (*AiQuaternion) Clone ¶
func (ai *AiQuaternion) Clone() *AiQuaternion
func (*AiQuaternion) FromPbMsg ¶
func (ai *AiQuaternion) FromPbMsg(p *pb_msg.AiQuaternion) *AiQuaternion
func (*AiQuaternion) ToPbMsg ¶
func (ai *AiQuaternion) ToPbMsg() *pb_msg.AiQuaternion
type AiVector2D ¶
type AiVector2D struct {
X, Y float32
}
func ChooseMinMaxAiVector2D ¶
func ChooseMinMaxAiVector2D() (min, max *AiVector2D)
func NewAiVector2D ¶
func NewAiVector2D(X, Y float32) *AiVector2D
func SliceAiVector3DToAiVector2D ¶
func SliceAiVector3DToAiVector2D(in []*AiVector3D) (out []*AiVector2D)
------------------------------------------------------------------------------- * Check whether the winding order of a given polygon is counter-clockwise.
- The function accepts an unconstrained template parameter, but is intended
- to be used only with aiVector2D and aiVector3D (z axis is ignored, only
- x and y are taken into account).
- @note Code taken from http://cgm.cs.mcgill.ca/~godfried/teaching/cg-projects/97/Ian/applet1.html and translated to C++
func (*AiVector2D) BoundMax ¶
func (ai *AiVector2D) BoundMax(b *AiVector2D) *AiVector2D
func (*AiVector2D) BoundMin ¶
func (ai *AiVector2D) BoundMin(b *AiVector2D) *AiVector2D
func (*AiVector2D) Clone ¶
func (ai *AiVector2D) Clone() *AiVector2D
func (*AiVector2D) Div ¶
func (ai *AiVector2D) Div(f float32) *AiVector2D
func (*AiVector2D) FromPbMsg ¶
func (ai *AiVector2D) FromPbMsg(data *pb_msg.AiVector2D) *AiVector2D
func (*AiVector2D) Length ¶
func (ai *AiVector2D) Length() float32
func (*AiVector2D) Mul ¶
func (ai *AiVector2D) Mul(v2 *AiVector2D) float32
func (*AiVector2D) Normalize ¶
func (ai *AiVector2D) Normalize() *AiVector2D
func (*AiVector2D) Set ¶
func (ai *AiVector2D) Set(pX, pY float32)
func (*AiVector2D) SquareLength ¶
func (ai *AiVector2D) SquareLength() float32
func (*AiVector2D) Sub ¶
func (ai *AiVector2D) Sub(v2 *AiVector2D) *AiVector2D
func (*AiVector2D) ToPbMsg ¶
func (ai *AiVector2D) ToPbMsg() *pb_msg.AiVector2D
type AiVector3D ¶
type AiVector3D struct {
X, Y, Z float32
}
func ChooseMinMaxAiVector3D ¶
func ChooseMinMaxAiVector3D() (min, max *AiVector3D)
func NewAiVector3D1 ¶
func NewAiVector3D1(_xyz float32) *AiVector3D
/ @brief The class constructor with a default value. / @param _xyz The value for x, y and z.
func NewAiVector3D3 ¶
func NewAiVector3D3(_x, _y, _z float32) *AiVector3D
/ @brief The class constructor with the components. / @param _x The x-component for the vector. / @param _y The y-component for the vector. / @param _z The z-component for the vector.
func NewellNormal ¶
func NewellNormal(num int, x, y, z []float32, ofs_x, ofs_y, ofs_z int) (out *AiVector3D)
func (*AiVector3D) Add ¶
func (ai *AiVector3D) Add(o *AiVector3D) *AiVector3D
func (*AiVector3D) BoundMax ¶
func (ai *AiVector3D) BoundMax(b *AiVector3D) *AiVector3D
func (*AiVector3D) BoundMin ¶
func (ai *AiVector3D) BoundMin(b *AiVector3D) *AiVector3D
func (*AiVector3D) Clone ¶
func (ai *AiVector3D) Clone() *AiVector3D
func (*AiVector3D) Div ¶
func (ai *AiVector3D) Div(f float64) *AiVector3D
func (*AiVector3D) Equal ¶
func (ai *AiVector3D) Equal(other *AiVector3D) bool
func (*AiVector3D) Equal1 ¶
func (ai *AiVector3D) Equal1(other *AiVector3D, epsilon float32)
func (*AiVector3D) FromPbMsg ¶
func (ai *AiVector3D) FromPbMsg(data *pb_msg.AiVector3D) *AiVector3D
func (*AiVector3D) Index ¶
func (ai *AiVector3D) Index(i int) float32
func (*AiVector3D) Length ¶
func (ai *AiVector3D) Length() float64
func (*AiVector3D) Less ¶
func (ai *AiVector3D) Less(other *AiVector3D) bool
func (*AiVector3D) Mul ¶
func (ai *AiVector3D) Mul(f float32) *AiVector3D
func (*AiVector3D) MulAiVector3D ¶
func (ai *AiVector3D) MulAiVector3D(v2 *AiVector3D) float64
func (*AiVector3D) MulMatrix3x3 ¶
func (ai *AiVector3D) MulMatrix3x3(mat *AiMatrix3x3)
func (*AiVector3D) MulMatrix4x4 ¶
func (ai *AiVector3D) MulMatrix4x4(mat *AiMatrix4x4)
func (*AiVector3D) NegationOperationSymbol ¶
func (ai *AiVector3D) NegationOperationSymbol(v2 *AiVector3D) *AiVector3D
func (*AiVector3D) Normalize ¶
func (ai *AiVector3D) Normalize() *AiVector3D
func (*AiVector3D) NotEqual ¶
func (ai *AiVector3D) NotEqual(other *AiVector3D) bool
func (*AiVector3D) Set ¶
func (ai *AiVector3D) Set(pX, pY, pZ float32)
func (*AiVector3D) SquareLength ¶
func (ai *AiVector3D) SquareLength() float64
func (*AiVector3D) Sub ¶
func (ai *AiVector3D) Sub(o *AiVector3D) *AiVector3D
func (*AiVector3D) ToPbMsg ¶
func (ai *AiVector3D) ToPbMsg() *pb_msg.AiVector3D
type AiVector4D ¶
type AiVector4D [4]float32
func NewAiVector4D ¶
func NewAiVector4D() *AiVector4D
func (*AiVector4D) FromPbMsg ¶
func (ai *AiVector4D) FromPbMsg(data *pb_msg.AiVector4D) *AiVector4D
func (AiVector4D) ToPbMsg ¶
func (ai AiVector4D) ToPbMsg() *pb_msg.AiVector4D
type AiVectorKey ¶
type AiVectorKey struct { /** The time of this key */ Time float64 /** The value of this key */ Value *AiVector3D }
* A time-value pair specifying a certain 3D vector for the given time.
func ChooseMinMaxAiVectorKey ¶
func ChooseMinMaxAiVectorKey() (min, max *AiVectorKey)
func (*AiVectorKey) BoundMax ¶
func (ai *AiVectorKey) BoundMax(b *AiVectorKey) *AiVectorKey
func (*AiVectorKey) BoundMin ¶
func (ai *AiVectorKey) BoundMin(b *AiVectorKey) *AiVectorKey
func (*AiVectorKey) Clone ¶
func (ai *AiVectorKey) Clone() *AiVectorKey
func (*AiVectorKey) FromPbMsg ¶
func (ai *AiVectorKey) FromPbMsg(p *pb_msg.AiVectorKey) *AiVectorKey
func (*AiVectorKey) ToPbMsg ¶
func (ai *AiVectorKey) ToPbMsg() *pb_msg.AiVectorKey
type AiVertexWeight ¶
type AiVertexWeight struct { //! Index of the vertex which is influenced by the bone. VertexId uint32 //! The strength of the influence in the range (0...1). //! The influence from all bones at one vertex amounts to 1. Weight float32 }
func (*AiVertexWeight) BoundMax ¶
func (ai *AiVertexWeight) BoundMax(a, b *AiVertexWeight) *AiVertexWeight
func (*AiVertexWeight) BoundMin ¶
func (ai *AiVertexWeight) BoundMin(b *AiVertexWeight) *AiVertexWeight
func (*AiVertexWeight) Clone ¶
func (ai *AiVertexWeight) Clone() *AiVertexWeight
func (*AiVertexWeight) FromPbMsg ¶
func (ai *AiVertexWeight) FromPbMsg(p *pb_msg.AiVertexWeight) *AiVertexWeight
func (*AiVertexWeight) ToPbMsg ¶
func (ai *AiVertexWeight) ToPbMsg() *pb_msg.AiVertexWeight