#include <MathHelpers.hpp>
Static helper functions for math. 
◆ buildRotationMatrix()
  
  | 
        
          | glm::mat4x4 ne::MathHelpers::buildRotationMatrix | ( | const glm::vec3 & | rotation | ) |  |  | inlinestatic | 
 
Builds a rotation matrix in the engine specific way.
- Parameters
- 
  
    | rotation | Rotation in degrees where X is roll, Y is pitch and Z is yaw. |  
 
- Returns
- Rotation matrix. 
 
 
◆ calculateReciprocalVector()
  
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          | glm::vec3 ne::MathHelpers::calculateReciprocalVector | ( | const glm::vec3 & | vector | ) |  |  | inlinestatic | 
 
Calculates 1 / vector while checking for zero division.
- Parameters
- 
  
  
- Returns
- vector 1 / input vector. 
 
 
◆ convertCartesianCoordinatesToSpherical()
  
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          | void ne::MathHelpers::convertCartesianCoordinatesToSpherical | ( | const glm::vec3 & | location, |  
          |  |  | float & | radius, |  
          |  |  | float & | theta, |  
          |  |  | float & | phi |  
          |  | ) |  |  |  | inlinestatic | 
 
Converts coordinates from the Cartesian coordinate system to spherical coordinate system.
- Parameters
- 
  
    | location | Location in Cartesian coordinate system. |  | radius | Calculated radius in spherical coordinate system. |  | theta | Calculated theta in spherical coordinate system (in degrees). |  | phi | Calculated phi in spherical coordinate system (in degrees). |  
 
 
 
◆ convertNormalizedDirectionToRollPitchYaw()
  
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          | glm::vec3 ne::MathHelpers::convertNormalizedDirectionToRollPitchYaw | ( | const glm::vec3 & | direction | ) |  |  | inlinestatic | 
 
Converts a direction to rotation angles.
- Warning
- Expects the specified direction to be normalized.
- Parameters
- 
  
    | direction | Normalized direction to convert. |  
 
- Returns
- Roll (as X), pitch (as Y) and yaw (as Z) in degrees. 
 
 
◆ convertRollPitchYawToDirection()
  
  | 
        
          | glm::vec3 ne::MathHelpers::convertRollPitchYawToDirection | ( | const glm::vec3 & | rotation | ) |  |  | inlinestatic | 
 
Converts rotation angles to a direction.
- Parameters
- 
  
    | rotation | Rotation roll (as X), pitch (as Y) and yaw (as Z) in degrees. |  
 
- Returns
- Unit direction vector. 
 
 
◆ convertSphericalToCartesianCoordinates()
  
  | 
        
          | glm::vec3 ne::MathHelpers::convertSphericalToCartesianCoordinates | ( | float | radius, |  
          |  |  | float | theta, |  
          |  |  | float | phi |  
          |  | ) |  |  |  | inlinestatic | 
 
Converts coordinates from the spherical coordinate system to the Cartesian coordinate system.
- Parameters
- 
  
    | radius | Radial distance. |  | theta | Azimuthal angle (in degrees). |  | phi | Polar angle (in degrees). |  
 
- Returns
- Coordinates in Cartesian coordinate system. 
 
 
◆ normalizeSafely()
  
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          | glm::vec3 ne::MathHelpers::normalizeSafely | ( | const glm::vec3 & | vector | ) |  |  | inlinestatic | 
 
Normalizes the specified vector while checking for zero division (to avoid NaNs in the normalized vector).
- Parameters
- 
  
    | vector | Input vector to normalize. |  
 
- Returns
- Normalized vector. 
 
 
◆ normalizeToRange()
  
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          | float ne::MathHelpers::normalizeToRange | ( | float | value, |  
          |  |  | float | min, |  
          |  |  | float | max |  
          |  | ) |  |  |  | inlinestatic | 
 
Changes the value to be in the range [min; max].
Example: 
 
static float normalizeToRange(float value, float min, float max)
Definition: MathHelpers.hpp:229
 - Parameters
- 
  
    | value | Value to normalize. |  | min | Minimum value in range. |  | max | Maximum value in range. |  
 
- Returns
- Normalized value. 
 
 
◆ smallFloatEpsilon
  
  | 
        
          | const float ne::MathHelpers::smallFloatEpsilon = 0.0000001F |  | inlinestaticprivate | 
 
Default tolerance for floats to use. 
 
 
The documentation for this class was generated from the following file: