|
static BoundingSphere | GetModelBoundingSphere (Model model) |
|
static BoundingBox | GetModelBoundingBox (Model model) |
| Gets the model bounding box.
|
|
static BoundingBox | GetModelBoundingBox (Model model, Matrix worldTransform) |
| Updates a Bounding Box based off of Model Data.
|
|
static int | GetModelPrimitiveCount (Model model) |
| Gets the Primitive Count for a given Model.
|
|
static Vector3 | RotatePoint (Matrix InitialMatrix, Vector3 OffsetFromPosition) |
| Rotate a Point by a speciefied Matrix.
|
|
static Matrix | GetRotatedMatrix (Vector3 InitialPosition, Vector3 OffsetFromPosition, Vector3 Rotation_Local, Vector3 Rotation_Global) |
| Returns a Matrix which is rotated first about the origin, then translated and rotated about another axis.
|
|
static Matrix | GetRotatedMatrix (Matrix InitialMatrix, Vector3 OffsetFromPosition, Vector3 Rotation_Local) |
| Gets the rotated matrix.
|
|
static Ray | CalculateCursorRay (Matrix projectionMatrix, Matrix viewMatrix) |
| Calculates the cursor ray.
|
|
static BoundingBox | TransformBoundingBox (BoundingBox boundingBox, Matrix m) |
| Transforms the bounding box.
|
|
static IEnumerable< Vector3 > | splitFrustum (float near, float far, Matrix m) |
| Splits a Camera frustum.
|
|
static IEnumerable< float > | practicalSplitScheme (int numSplits, float n, float f) |
| Sets up the Split Scheme for Cascade Shadow Mapping.
|
|
static float[] | determineShadowMinMax1D (IEnumerable< float > values, float cam, float desiredSize) |
| Determines the shadow minimum max1 d.
|
|
static IEnumerable< VertexPositionColorTexture > | fullscreenQuad (Color color, float depth) |
| Fullscreens the quad.
|
|
static IEnumerable< Vector2 > | poissonKernel () |
| Poissons the kernel.
|
|
static IEnumerable< Vector3 > | cubeTriangleList (Vector3[] cubeCorners) |
| Cubes the triangle list.
|
|
static IEnumerable< Vector4 > | normalizedGridVertices (int width, int height) |
| Normalizeds the grid vertices.
|
|
Collection of Statix Methods which provide helpful Gemoetry Functions.