Package-level declarations

Types

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typealias Color = Float4
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typealias Direction = Float3
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typealias Position = Float3
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typealias Position2 = Float2
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typealias Rotation = Float3
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typealias Scale = Float3
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typealias Size = Float3
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typealias Transform = Mat4

Properties

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val Mat4.quaternion: Quaternion

Functions

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infix fun Float.almostEquals(other: Float): Boolean

Returns true if two floats are equal within a tolerance. Useful for comparing floating point numbers while accounting for the limitations in floating point precision.

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fun Box(center: Position, halfExtent: Size): Box
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fun colorOf(color: Color): Float4
fun colorOf(color: Int): Float4
fun colorOf(rgb: Float = 0.0f, a: Float = 1.0f): Float4
fun colorOf(r: Float = 0.0f, g: Float = 0.0f, b: Float = 0.0f, a: Float = 1.0f): Float4
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fun Float2.compareTo(v: Float2, delta: Float = 0.0f): Float2
fun Float2.compareTo(v: Float, delta: Float = 0.0f): Float2
fun Float3.compareTo(v: Float3, delta: Float = 0.0f): Float3
fun Float3.compareTo(v: Float, delta: Float = 0.0f): Float3
fun Float4.compareTo(v: Float4, delta: Float = 0.0f): Float4
fun Float4.compareTo(v: Float, delta: Float = 0.0f): Float4
fun Mat4.compareTo(m: Mat4, delta: Float = 0.0f): Mat4
fun Float.compareTo(v: Float, delta: Float): Float
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fun Float2.equals(v: Float2, delta: Float = 0.0f): Boolean
fun Float2.equals(v: Float, delta: Float = 0.0f): Boolean
fun Float3.equals(v: Float3, delta: Float = 0.0f): Boolean
fun Float3.equals(v: Float, delta: Float = 0.0f): Boolean
fun Float4.equals(v: Float4, delta: Float = 0.0f): Boolean
fun Float4.equals(v: Float, delta: Float = 0.0f): Boolean
fun Mat4.equals(m: Mat4, delta: Float = 0.0f): Boolean
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fun List<Position2>.getCenter(): Float2
fun List<Position>.getCenter(): Float3
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fun lerp(start: Float3, end: Float3, deltaSeconds: Float): Float3
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fun lookAt(eye: Position, target: Position): Mat4
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fun lookTowards(eye: Position, direction: Direction): Quaternion
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fun normalToTangent(normal: Float3): Quaternion
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fun slerp(start: Transform, end: Transform, deltaSeconds: Double, speed: Float): Transform
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operator fun Mat4.times(v: Float3): Float3
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fun Ray.toCollisionRay(): Ray
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fun FloatArray.toColor(): Float4
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fun FloatArray.toDirection(): Float3
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fun Vector3.toFloat3(): Float3
fun FloatArray.toFloat3(): Float3
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fun DoubleArray.toFloat4(): Float4
fun FloatArray.toFloat4(): Float4
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fun Color.toLinearSpace(): Float4

If rendering in linear space, first convert the gray scaled values to linear space by rising to the power 2.2

If rendering in linear space, first convert the values to linear space by rising to the power 2.2

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fun Mat4.toMatrix(): Matrix
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fun Quaternion.toNewQuaternion(): Quaternion
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fun Quaternion.toOldQuaternion(): Quaternion
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fun FloatArray.toPosition(): Float3
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fun Rotation.toQuaternion(order: RotationsOrder = RotationsOrder.ZYX): Quaternion
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fun FloatArray.toRotation(): Float3
fun Quaternion.toRotation(order: RotationsOrder = RotationsOrder.ZYX): Float3
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fun FloatArray.toScale(): Float3
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fun FloatArray.toSize(): Float3
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fun Float3.toVector3(): Vector3
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fun Box.toVector3Box(): Box
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fun Transform(position: Position = Position(), rotation: Rotation, scale: Scale = Scale(1.0F)): Mat4
fun Transform(position: Position = Position(), quaternion: Quaternion = Quaternion(), scale: Scale = Scale(1.0f)): Mat4