3ds Max C++ API Reference
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3dmath.h File Reference
#include "../ScripterExport.h"
#include "../kernel/value.h"
#include <Geom/quat.h>
#include <Geom/ipoint3.h>
#include "..\protocols\vector.inl"
#include "..\protocols\quat.inl"
#include "..\protocols\matrix.inl"
#include "..\protocols\box.inl"

Classes

class  Point3Value
class  ConstPoint3Value
class  RayValue
class  QuatValue
class  AngAxisValue
class  EulerAnglesValue
class  Matrix3Value
class  Point2Value
class  Point4Value
class  Box2Value
class  Box3Value

Macros

#define is_point3(v)
#define is_ray(v)
#define is_quat(v)
#define is_angaxis(v)
#define is_eulerangles(v)
#define is_matrix3(v)
#define is_point2(v)
#define is_point4(v)
#define is_box2(v)
#define is_box3(v)

Functions

ScripterExport void _QuatToEuler (const Quat &q, float *ang)
ScripterExport void _EulerToQuat (const float *ang, Quat &q)
IPoint3 to_ipoint3 (Value *val)
IPoint2 to_ipoint2 (Value *val)

Macro Definition Documentation

◆ is_point3

#define is_point3 ( v)
Value:
Definition 3dmath.h:26
#define DbgVerify(expr)
Definition assert1.h:85
#define is_sourcepositionwrapper(v)
Definition value.h:645
#define class_tag(_cls)
Definition value.h:602

◆ is_ray

#define is_ray ( v)
Value:
Definition 3dmath.h:103

◆ is_quat

#define is_quat ( v)
Value:
Definition 3dmath.h:143

◆ is_angaxis

#define is_angaxis ( v)
Value:
Definition 3dmath.h:195

◆ is_eulerangles

#define is_eulerangles ( v)
Value:
Definition 3dmath.h:247

◆ is_matrix3

#define is_matrix3 ( v)
Value:
Definition 3dmath.h:300

◆ is_point2

#define is_point2 ( v)
Value:
Definition 3dmath.h:360

◆ is_point4

#define is_point4 ( v)
Value:
Definition 3dmath.h:429

◆ is_box2

#define is_box2 ( v)
Value:
Definition 3dmath.h:487

◆ is_box3

#define is_box3 ( v)
Value:
Definition 3dmath.h:543

Function Documentation

◆ _QuatToEuler()

ScripterExport void _QuatToEuler ( const Quat & q,
float * ang )
extern

◆ _EulerToQuat()

ScripterExport void _EulerToQuat ( const float * ang,
Quat & q )
extern

◆ to_ipoint3()

IPoint3 to_ipoint3 ( Value * val)
inline
92 {
93 Point3 p = val->to_point3();
94 return IPoint3((int)p.x, (int)p.y, (int)p.z); }
virtual Point3 to_point3()
Definition value.h:187

◆ to_ipoint2()

IPoint2 to_ipoint2 ( Value * val)
inline
418 {
419 Point2 p = val->to_point2();
420 return IPoint2((int)p.x, (int)p.y); }
virtual Point2 to_point2()
Definition value.h:188