#include <osg/Vec3>
#include <osg/Vec4>
#include <osg/Quat>
#include <osg/Camera>
#include <osg/NodeVisitor>
#include <osg/BoundingBox>
#include <osg/BoundingSphere>
#include <osg/MatrixTransform>
#include <osg/Billboard>
#include <string>
#include <sstream>
Go to the source code of this file.
Namespaces | |
namespace | util |
namespace | util::math |
Functions | |
float | util::math::dotProduct (osg::Vec3f &a, osg::Vec3f &b) |
double | util::math::dotProduct (osg::Vec3d &a, osg::Vec3d &b) |
float | util::math::distance (osg::Vec3f &a, osg::Vec3f &b) |
double | util::math::distance (osg::Vec3d &a, osg::Vec3d &b) |
osg::Vec4d | util::math::rotateVectorAroundAxis (osg::Vec4d &vector, osg::Vec4d &axis, double angle) |
osg::Vec3 | util::math::quaternionToEuler (osg::Quat &q) |
osg::Quat | util::math::eulerToQuaternion (osg::Vec3 &rotation) |
osg::Matrix | util::math::makeEulerRotation (osg::Vec3f rotation) |
template<class T > | |
T | util::math::getMax (T a, T b, T c) |
void | util::math::getRayFromCamera (const osg::Camera *camera, const int x, const int y, osg::Vec3d &direction, osg::Vec3d &point) |
bool | util::math::getLineSphereIntersection (const osg::BoundingSphere &boundingSphere, const osg::Vec3d &direction, const osg::Vec3d &point, osg::Vec3d &hit1, osg::Vec3d &hit2) |
bool | util::math::getLineBoxIntersection (const osg::BoundingBox &boundingBox, const osg::Vec3d &lineStart, const osg::Vec3d &lineEnd, osg::Vec3d &hit) |
bool | util::isOneOf (const char item, const char *set) |
string | util::reverse (const string &str) |
string | util::trim_left (const string &str, const char *trimchars) |
string | util::trim_right (const string &str, const char *trimchars) |
string | util::trim (const string &str, const char *trimchars) |
template<class T > | |
string | util::to_string (const T &arg) |
template<class T > | |
T | util::from_string (const char *arg) |
template<class T > | |
T | util::from_string (const string &arg) |