Functions

abs(double) -> double
abs(float) -> float
angleDistanceDegrees(double, double) -> double
atan(float, float) -> float
atan2(double, double) -> double
ceil(float) -> float
clamp(double, double, double) -> double
clamp(float, float, float) -> float
cos(double) -> double
cos(float) -> float
deg2rad(float) -> float
exp(float) -> float
floor(float) -> float
fmod(double, double) -> double
fmod(float, float) -> float
pow(float, float) -> float
rad2deg(float) -> float
rand() -> int
round(float) -> float
signbit(float) -> bool
sin(double) -> double
sin(float) -> float
sqrt(float) -> float
turbulence(double, double, size_t, size_t, double, DoubleVector) -> double

ivec2

//Constructors/Producers
*(ivec2, int) -> ivec2
*(ivec2, ivec2) -> ivec2
+(ivec2, int) -> ivec2
+(ivec2, ivec2) -> ivec2
-(ivec2, ivec2) -> ivec2
-(ivec2) -> ivec2
/(int, ivec2) -> ivec2
/(ivec2, int) -> ivec2
/(ivec2, ivec2) -> ivec2
=(ivec2, vec2) -> ivec2
LocalPoint(SceneGraphIntersection) -> ivec2
Motion(CockpitMouseEvent) -> ivec2
Position(CockpitMouseEvent) -> ivec2
Size(RenderTarget) -> ivec2
Size(IRect) -> ivec2
Start(IRect) -> ivec2
getCursorPosition(UI) -> ivec2
getSize(Texture) -> ivec2
getWindowPos(UI) -> ivec2
ivec2() -> ivec2
ivec2(int, int) -> ivec2
ivec2(ivec2) -> ivec2

//Methods
ivec2.!=(ivec2) -> bool
ivec2.*(int) -> ivec2
ivec2.*(ivec2) -> ivec2
ivec2.+(int) -> ivec2
ivec2.+(ivec2) -> ivec2
ivec2.-(ivec2) -> ivec2
ivec2.-() -> ivec2
ivec2./(int) -> ivec2
ivec2./(ivec2) -> ivec2
ivec2.=(vec2) -> ivec2
ivec2.==(ivec2) -> bool
ivec2.CreateIRect(ivec2) -> IRect
ivec2.ivec2() -> ivec2
ivec2.x() -> int
ivec2.y() -> int

vec3

//Constructors/Producers
*(vec3, float) -> vec3
*(vec3, vec3) -> vec3
*(quat, vec3) -> vec3
+(vec3, float) -> vec3
+(vec3, vec3) -> vec3
-(vec3, vec3) -> vec3
-(vec3) -> vec3
/(float, vec3) -> vec3
/(vec3, float) -> vec3
/(vec3, vec3) -> vec3
=(vec3, vec3) -> vec3
Center(Sphere) -> vec3
CockpitCameraRefPosition(AircraftCameraInfo) -> vec3
Color(GaugePolygon) -> vec3
Color(Material) -> vec3
Direction(Ray) -> vec3
End(JointData) -> vec3
FontColor(GaugeText) -> vec3
HitPartNormal(SceneGraphIntersection) -> vec3
HitPos(RayTouch) -> vec3
MaxBound(TextMesh) -> vec3
MinBound(TextMesh) -> vec3
Normal(Vertex) -> vec3
Origin(Ray) -> vec3
Point3D(GeomIntersection) -> vec3
Position(SceneGraphIntersection) -> vec3
Position(Vertex) -> vec3
SourceRayDir(SceneGraphIntersection) -> vec3
Start(JointData) -> vec3
StartOrientation(ScenarioDesc) -> vec3
get(OptionalVec3) -> vec3
getPBH(FlightModel) -> vec3
getPosition(MeshInstance) -> vec3
getScale(MeshInstance) -> vec3
normalize(vec3) -> vec3
transform(vec3, quat) -> vec3
transform(vec3, mat4) -> vec3
vec3() -> vec3
vec3(float, float, float) -> vec3
vec3(vec3) -> vec3
vec3(dvec3) -> vec3

//Methods
vec3.*(float) -> vec3
vec3.*(vec3) -> vec3
vec3.+(float) -> vec3
vec3.+(vec3) -> vec3
vec3.-(vec3) -> vec3
vec3.-() -> vec3
vec3./(float) -> vec3
vec3./(vec3) -> vec3
vec3.=(vec3) -> vec3
vec3.Vertex(vec2, vec3) -> Vertex
vec3.distance(vec3) -> float
vec3.dvec3() -> dvec3
vec3.length() -> float
vec3.lookAt(vec3, vec3) -> mat4
vec3.makeScale() -> mat4
vec3.makeTranslate() -> mat4
vec3.normalize() -> vec3
vec3.quat() -> quat
vec3.transform(quat) -> vec3
vec3.transform(mat4) -> vec3
vec3.vec3() -> vec3
vec3.x() -> float
vec3.y() -> float
vec3.z() -> float

quat

//Constructors/Producers
*(quat, quat) -> quat
=(quat, quat) -> quat
Orientation(JointData) -> quat
OrientationLocal(FlightModel) -> quat
getOrientation(MeshInstance) -> quat
inverse(quat) -> quat
makeRotX(float) -> quat
makeRotY(float) -> quat
makeRotZ(float) -> quat
quat() -> quat
quat(float, float, float, float) -> quat
quat(vec3) -> quat
quat(quat) -> quat
quat_cast(mat4) -> quat

//Methods
quat.*(vec3) -> vec3
quat.*(quat) -> quat
quat.=(quat) -> quat
quat.inverse() -> quat
quat.mat4_cast() -> mat4
quat.quat() -> quat
quat.w() -> float
quat.x() -> float
quat.y() -> float
quat.z() -> float

dvec3

//Constructors/Producers
*(dvec3, double) -> dvec3
*(dvec3, dvec3) -> dvec3
+(dvec3, double) -> dvec3
+(dvec3, dvec3) -> dvec3
-(dvec3, dvec3) -> dvec3
=(dvec3, dvec3) -> dvec3
Position(PathPoint) -> dvec3
PositionLLA(FlightModel) -> dvec3
PositionLocal(FlightModel) -> dvec3
StartLocation(ScenarioDesc) -> dvec3
VelocityLocal(FlightModel) -> dvec3
dvec3() -> dvec3
dvec3(double, double, double) -> dvec3
dvec3(vec3) -> dvec3
dvec3(dvec3) -> dvec3
fromBodyToWorld(FlightModel, dvec3) -> dvec3
fromWorldToBody(FlightModel, dvec3) -> dvec3
getCenterLLA(CoordinateConverter) -> dvec3
getForward(CoordinateConverter) -> dvec3
getRight(CoordinateConverter) -> dvec3
getUp(CoordinateConverter) -> dvec3
globalXYZToLLA(CoordinateConverter, dvec3) -> dvec3
globalXYZToLocalXYZ(CoordinateConverter, dvec3) -> dvec3
llaToGlobalXYZ(CoordinateConverter, dvec3) -> dvec3
llaToLocalXYZ(CoordinateConverter, dvec3) -> dvec3
localXYZToGlobalXYZ(CoordinateConverter, dvec3) -> dvec3
localXYZToLLA(CoordinateConverter, dvec3) -> dvec3
normalize(dvec3) -> dvec3
transform(dvec3, mat4) -> dvec3

//Methods
dvec3.*(double) -> dvec3
dvec3.*(dvec3) -> dvec3
dvec3.+(double) -> dvec3
dvec3.+(dvec3) -> dvec3
dvec3.-(dvec3) -> dvec3
dvec3.=(dvec3) -> dvec3
dvec3.PathPoint() -> PathPoint
dvec3.coordBearing(dvec3, bool) -> double
dvec3.coordDistanceKM(dvec3) -> float
dvec3.dvec3() -> dvec3
dvec3.normalize() -> dvec3
dvec3.transform(mat4) -> dvec3
dvec3.vec3() -> vec3
dvec3.x() -> double
dvec3.y() -> double
dvec3.z() -> double

vec2

//Constructors/Producers
*(vec2, float) -> vec2
*(vec2, vec2) -> vec2
+(vec2, vec2) -> vec2
-(vec2, vec2) -> vec2
=(vec2, vec2) -> vec2
Position(GaugeElement) -> vec2
Position(ClipRect) -> vec2
Size(GaugeElement) -> vec2
Size(RectangleDesc) -> vec2
Size(ClipRect) -> vec2
TexCoord(Vertex) -> vec2
TouchUV(WindowTouch) -> vec2
UV(SceneGraphIntersection) -> vec2
UV(WindowMouseInput) -> vec2
get(OptionalVec2) -> vec2
vec2() -> vec2
vec2(float, float) -> vec2
vec2(vec2) -> vec2

//Methods
vec2.*(float) -> vec2
vec2.*(vec2) -> vec2
vec2.+(vec2) -> vec2
vec2.-(vec2) -> vec2
vec2.=(vec2) -> vec2
vec2.distance(vec2) -> float
vec2.length() -> float
vec2.vec2() -> vec2
vec2.x() -> float
vec2.y() -> float

mat4

//Constructors/Producers
*(mat4, mat4) -> mat4
=(mat4, mat4) -> mat4
CameraOffset(DrawFrameCommand) -> mat4
DataMatrix(MeshInstance) -> mat4
LocalTransform(Node) -> mat4
Projection(DrawTarget) -> mat4
TotalTransform(Node) -> mat4
ViewOffset(DrawTarget) -> mat4
calculateNodeTotalTransform(SceneGraph, Node, float) -> mat4
getModelMatrix(MeshInstance) -> mat4
inverse(mat4) -> mat4
lookAt(vec3, vec3, vec3) -> mat4
makeOrtho(float, float, float, float) -> mat4
makeScale(vec3) -> mat4
makeTranslate(vec3) -> mat4
mat4() -> mat4
mat4(mat4) -> mat4
mat4_cast(quat) -> mat4

//Methods
mat4.*(vec4) -> vec4
mat4.*(mat4) -> mat4
mat4.=(mat4) -> mat4
mat4.decompose(vec3, quat, vec3) -> void
mat4.inverse() -> mat4
mat4.mat4() -> mat4
mat4.quat_cast() -> quat

vec4

//Constructors/Producers
*(mat4, vec4) -> vec4
=(vec4, vec4) -> vec4
ShaderFlags(Material) -> vec4
vec4() -> vec4
vec4(float, float, float, float) -> vec4
vec4(struct glm::tvec4<double,0>) -> vec4
vec4(vec4) -> vec4

//Methods
vec4.=(vec4) -> vec4
vec4.vec4() -> vec4
vec4.x() -> float
vec4.y() -> float
vec4.z() -> float

OptionalVec3

//Constructors/Producers
FillColor(RectangleDesc) -> OptionalVec3
OutlineColor(RectangleDesc) -> OptionalVec3

//Methods
OptionalVec3.=(vec3) -> void
OptionalVec3.=(OptionalVec3) -> void
OptionalVec3.get() -> vec3
OptionalVec3.isInitialized() -> bool

OptionalVec2

//Constructors/Producers
Axis(RectangleDesc) -> OptionalVec2
MaskOffset(GaugeElement) -> OptionalVec2
ShiftAlignment(GaugeElement) -> OptionalVec2
SpaceAllocation(GaugeText) -> OptionalVec2

//Methods
OptionalVec2.=(OptionalVec2) -> void
OptionalVec2.=(vec2) -> void
OptionalVec2.get() -> vec2
OptionalVec2.isInitialized() -> bool

IRect

//Constructors/Producers
CreateIRect(ivec2, ivec2) -> IRect
ViewPort(DrawTarget) -> IRect
getScissorRect(DrawTarget) -> IRect

//Methods
IRect.=(IRect) -> void
IRect.Size() -> ivec2
IRect.Start() -> ivec2