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UnrealMathUtility.h File Reference
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Classes

struct  FMath
 

Macros

#define ENABLE_NAN_DIAGNOSTIC   0
 
#define PI   (3.1415926535897932f)
 
#define SMALL_NUMBER   (1.e-8f)
 
#define KINDA_SMALL_NUMBER   (1.e-4f)
 
#define BIG_NUMBER   (3.4e+38f)
 
#define EULERS_NUMBER   (2.71828182845904523536f)
 
#define MAX_FLT   3.402823466e+38F
 
#define INV_PI   (0.31830988618f)
 
#define HALF_PI   (1.57079632679f)
 
#define DELTA   (0.00001f)
 
#define FLOAT_NORMAL_THRESH   (0.0001f)
 
#define THRESH_POINT_ON_PLANE   (0.10f) /* Thickness of plane for front/back/inside test */
 
#define THRESH_POINT_ON_SIDE   (0.20f) /* Thickness of polygon side's side-plane for point-inside/outside/on side test */
 
#define THRESH_POINTS_ARE_SAME   (0.00002f) /* Two points are same if within this distance */
 
#define THRESH_POINTS_ARE_NEAR   (0.015f) /* Two points are near if within this distance and can be combined if imprecise math is ok */
 
#define THRESH_NORMALS_ARE_SAME   (0.00002f) /* Two normal points are same if within this distance */
 
#define THRESH_VECTORS_ARE_NEAR   (0.0004f) /* Two vectors are near if within this distance and can be combined if imprecise math is ok */
 
#define THRESH_SPLIT_POLY_WITH_PLANE   (0.25f) /* A plane splits a polygon in half */
 
#define THRESH_SPLIT_POLY_PRECISELY   (0.01f) /* A plane exactly splits a polygon */
 
#define THRESH_ZERO_NORM_SQUARED   (0.0001f) /* Num of a unit normal that is considered "zero", squared */
 
#define THRESH_NORMALS_ARE_PARALLEL   (0.999845f) /* Two unit vectors are parallel if abs(A dot B) is greater than or equal to this. This is roughly cosine(1.0 degrees). */
 
#define THRESH_NORMALS_ARE_ORTHOGONAL   (0.017455f) /* Two unit vectors are orthogonal (perpendicular) if abs(A dot B) is less than or equal this. This is roughly cosine(89.0 degrees). */
 
#define THRESH_VECTOR_NORMALIZED   (0.01f) /** Allowed error for a normalized vector (against squared magnitude) */
 
#define THRESH_QUAT_NORMALIZED   (0.01f) /** Allowed error for a normalized quaternion (against squared magnitude) */
 
#define FASTASIN_HALF_PI   (1.5707963050f)
 

Macro Definition Documentation

◆ BIG_NUMBER

#define BIG_NUMBER   (3.4e+38f)

Definition at line 22 of file UnrealMathUtility.h.

◆ DELTA

#define DELTA   (0.00001f)

Definition at line 33 of file UnrealMathUtility.h.

◆ ENABLE_NAN_DIAGNOSTIC

#define ENABLE_NAN_DIAGNOSTIC   0

Definition at line 11 of file UnrealMathUtility.h.

◆ EULERS_NUMBER

#define EULERS_NUMBER   (2.71828182845904523536f)

Definition at line 23 of file UnrealMathUtility.h.

◆ FASTASIN_HALF_PI

#define FASTASIN_HALF_PI   (1.5707963050f)

Definition at line 217 of file UnrealMathUtility.h.

◆ FLOAT_NORMAL_THRESH

#define FLOAT_NORMAL_THRESH   (0.0001f)

Lengths of normalized vectors (These are half their maximum values to assure that dot products with normalized vectors don't overflow).

Definition at line 39 of file UnrealMathUtility.h.

◆ HALF_PI

#define HALF_PI   (1.57079632679f)

Definition at line 30 of file UnrealMathUtility.h.

◆ INV_PI

#define INV_PI   (0.31830988618f)

Definition at line 29 of file UnrealMathUtility.h.

◆ KINDA_SMALL_NUMBER

#define KINDA_SMALL_NUMBER   (1.e-4f)

Definition at line 21 of file UnrealMathUtility.h.

◆ MAX_FLT

#define MAX_FLT   3.402823466e+38F

Definition at line 26 of file UnrealMathUtility.h.

◆ PI

#define PI   (3.1415926535897932f)

Definition at line 19 of file UnrealMathUtility.h.

◆ SMALL_NUMBER

#define SMALL_NUMBER   (1.e-8f)

Definition at line 20 of file UnrealMathUtility.h.

◆ THRESH_NORMALS_ARE_ORTHOGONAL

#define THRESH_NORMALS_ARE_ORTHOGONAL   (0.017455f) /* Two unit vectors are orthogonal (perpendicular) if abs(A dot B) is less than or equal this. This is roughly cosine(89.0 degrees). */

Definition at line 56 of file UnrealMathUtility.h.

◆ THRESH_NORMALS_ARE_PARALLEL

#define THRESH_NORMALS_ARE_PARALLEL   (0.999845f) /* Two unit vectors are parallel if abs(A dot B) is greater than or equal to this. This is roughly cosine(1.0 degrees). */

Definition at line 55 of file UnrealMathUtility.h.

◆ THRESH_NORMALS_ARE_SAME

#define THRESH_NORMALS_ARE_SAME   (0.00002f) /* Two normal points are same if within this distance */

Definition at line 48 of file UnrealMathUtility.h.

◆ THRESH_POINT_ON_PLANE

#define THRESH_POINT_ON_PLANE   (0.10f) /* Thickness of plane for front/back/inside test */

Definition at line 44 of file UnrealMathUtility.h.

◆ THRESH_POINT_ON_SIDE

#define THRESH_POINT_ON_SIDE   (0.20f) /* Thickness of polygon side's side-plane for point-inside/outside/on side test */

Definition at line 45 of file UnrealMathUtility.h.

◆ THRESH_POINTS_ARE_NEAR

#define THRESH_POINTS_ARE_NEAR   (0.015f) /* Two points are near if within this distance and can be combined if imprecise math is ok */

Definition at line 47 of file UnrealMathUtility.h.

◆ THRESH_POINTS_ARE_SAME

#define THRESH_POINTS_ARE_SAME   (0.00002f) /* Two points are same if within this distance */

Definition at line 46 of file UnrealMathUtility.h.

◆ THRESH_QUAT_NORMALIZED

#define THRESH_QUAT_NORMALIZED   (0.01f) /** Allowed error for a normalized quaternion (against squared magnitude) */

Definition at line 59 of file UnrealMathUtility.h.

◆ THRESH_SPLIT_POLY_PRECISELY

#define THRESH_SPLIT_POLY_PRECISELY   (0.01f) /* A plane exactly splits a polygon */

Definition at line 53 of file UnrealMathUtility.h.

◆ THRESH_SPLIT_POLY_WITH_PLANE

#define THRESH_SPLIT_POLY_WITH_PLANE   (0.25f) /* A plane splits a polygon in half */

Definition at line 52 of file UnrealMathUtility.h.

◆ THRESH_VECTOR_NORMALIZED

#define THRESH_VECTOR_NORMALIZED   (0.01f) /** Allowed error for a normalized vector (against squared magnitude) */

Definition at line 58 of file UnrealMathUtility.h.

◆ THRESH_VECTORS_ARE_NEAR

#define THRESH_VECTORS_ARE_NEAR   (0.0004f) /* Two vectors are near if within this distance and can be combined if imprecise math is ok */

Definition at line 50 of file UnrealMathUtility.h.

◆ THRESH_ZERO_NORM_SQUARED

#define THRESH_ZERO_NORM_SQUARED   (0.0001f) /* Num of a unit normal that is considered "zero", squared */

Definition at line 54 of file UnrealMathUtility.h.