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