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#define | _MIX_DLL_API __declspec( dllimport ) |
| DLLインポート定義 More...
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致命的なエラーをメッセージボックスで表示した後、アプリケーションを強制終了します。
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#define | MIX_ASSERT(cnd) |
| 標準のアサート More...
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#define | MIX_ASSERT_EX_W(cnd, mes, ...) |
| 拡張アサート ( ユニコード ) More...
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#define | MIX_ASSERT_EX_A(cnd, mes, ...) |
| 拡張アサート ( マルチバイト ) More...
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#define | MIX_ASSERT_EX MIX_ASSERT_EX_W |
| 標準の拡張アサート More...
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エラーをメッセージボックスとして表示します。
また、アサートのようにアプリケーションは強制終了しません。
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#define | MIX_ERROR_W(mes, ...) |
| エラー ( ユニコード ) More...
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#define | MIX_ERROR_A(mes, ...) |
| エラー ( マルチバイト ) More...
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#define | MIX_ERROR MIX_ERROR_W |
| 標準のエラーの通知 More...
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#define | MIX_TRACE_W(fmt, ...) |
| トレース ( ユニコード ) More...
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#define | MIX_TRACE_A(fmt, ...) |
| トレース ( マルチバイト ) More...
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#define | MIX_TRACE MIX_TRACE_W |
| 標準のトレース More...
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#define | MIX_TRACELINE_W(fmt, ...) |
| トレースライン ( ユニコード ) More...
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#define | MIX_TRACELINE_A(fmt, ...) |
| トレースライン ( マルチバイト ) More...
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#define | MIX_TRACELINE MIX_TRACELINE_W |
| 標準のトレースライン More...
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#define | MIX_DEBUGNAME MIX_DEBUGNAME_STRUCT( __FILEW__, __LINE__ ) |
| デバッグ名 More...
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#define | MIX_DEBUGNAME_T(title) MIX_DEBUGNAME_STRUCT( title, __FILEW__, __LINE__ ) |
| デバッグ名( タイトルあり ) More...
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#define | MIX_IT_TO_I8(value) Mix::IntT_ToInt8( value ) |
| IntT から Int8 にキャストします More...
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#define | MIX_IT_TO_I16(value) Mix::IntT_ToInt16( value ) |
| IntT から Int16 にキャストします More...
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#define | MIX_IT_TO_I32(value) value |
| IntT から Int32 にキャストします More...
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#define | MIX_IT64_TO_IT(value) Mix::Int64_ToIntT( value ) |
| Int64 から IntT にキャストします More...
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#define | MIX_IT_TO_UI8(value) Mix::IntT_ToUInt8( value ) |
| IntT から UInt8 にキャストします More...
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#define | MIX_IT_TO_UI16(value) Mix::IntT_ToUInt16( value ) |
| IntT から UInt16 にキャストします More...
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#define | MIX_IT_TO_UI32(value) Mix::IntT_ToUInt32( value ) |
| IntT から UInt32 にキャストします More...
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#define | MIX_UIT_TO_UI8(value) Mix::UIntT_ToUInt8( value ) |
| UIntT から UInt8 にキャストします More...
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#define | MIX_UIT_TO_UI16(value) Mix::UIntT_ToUInt16( value ) |
| UIntT から UInt16 にキャストします More...
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#define | MIX_UIT_TO_UI32(value) value |
| UIntT から UInt32 にキャストします More...
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#define | MIT_UI64_TO_UIT(value) Mix::UInt64_ToUIntT( value ) |
| UInt64 から UIntT にキャストします More...
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#define | MIX_UIT_TO_I8(value) Mix::UIntT_ToInt8( value ) |
| UIntT から Int8 にキャストします More...
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#define | MIX_UIT_TO_I16(value) Mix::UIntT_ToInt16( value ) |
| UIntT から Int16 にキャストします More...
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#define | MIX_UIT_TO_I32(value) Mix::UIntT_ToInt32( value ) |
| UIntT から Int32 にキャストします More...
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#define | MIX_ALIGN(n) _declspec( align( n ) ) |
| アラインメントを指定します More...
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#define | MIX_ALIGN_16 _declspec( align( 16 ) ) |
| アラインメントを 16Byte で指定します More...
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#define | MIX_ADD_REF(x) |
| Mix::Release インターフェースを継承したクラスの参照カウンタをインクリメントします More...
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#define | MIX_RELEASE(x) |
| Mix::Release インターフェースを継承したクラスの参照カウンタをデクリメントします More...
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#define | MIX_SETBIT(flags, bit) |
| ビットをセットします More...
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#define | MIX_RESETBIT(flags, bit) |
| ビットをリセットします More...
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#define | MIX_TESTBIT(flags, bit) ( ( flags ) & ( bit ) ) |
| ビットをテストします More...
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#define | MIX_PI 3.141592654f |
| 円周率 More...
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#define | MIX_2PI 6.283185308f |
| 円周率 * 2 More...
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#define | MIX_4PI 12.566370616f |
| 円周率 * 4 More...
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#define | MIX_HALF_PI 1.570796327f |
| 円周率 / 2 More...
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#define | MIX_QUARTER_PI 0.7853981635f |
| 円周率 / 4 More...
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#define | MIX_FLOAT_MIN 1.175494351e-38F |
| 浮動小数点の最小値 More...
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#define | MIX_FLOAT_MAX 3.402823466e+38F |
| 浮動小数点の最大値 More...
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#define | MIX_FLOAT_EPSILON 1.192092896e-07F |
| 浮動小数点イプシロン More...
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#define | MIX_TO_RAD(x) ( MIX_PI * ( x ) / 180.0f ) |
| 指定された角度(度数法)をラジアン単位に変換します More...
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#define | MIX_TO_DEG(x) ( ( x ) * 180.0f / MIX_PI ) |
| 指定された角度(ラジアン)を度数法に変換します More...
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#define | MIX_FLOAT_IS_ZERO(a) ( ( -MIX_FLOAT_EPSILON < ( a ) ) && ( MIX_FLOAT_EPSILON > ( a ) ) ) |
| 浮動小数点の値が0かどうかを返します More...
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#define | MIX_FLOAT_EQUAL(a, b) ( ( ( ( a ) - MIX_FLOAT_EPSILON ) <= ( b ) ) && ( ( ( a ) + MIX_FLOAT_EPSILON ) >= ( b ) ) ) |
| 浮動小数点の値が等しいかどうかを返します More...
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#define | MIX_FLOAT_RECIPROCAL(a) ( ( MIX_FLOAT_IS_ZERO( a ) == False )? ( 1.0f / ( a ) ) : 0.0f ) |
| a の逆数を求めます More...
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#define | MIX_FLOAT_DIV(a, b) ( ( MIX_FLOAT_IS_ZERO( b ) == False )? ( ( a ) / ( b ) ) : 0.0f ) |
| a を b で除算します More...
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#define | MIX_FLOAT_SATURATE(a) ( ( ( a ) < MIX_FLOAT_EPSILON )? 0.0f : ( ( a ) > 1.0f )? 1.0f : ( a ) ) |
| a を 0.0f〜1.0f に飽和します More...
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#define | MIX_CLAMP(a, b, c) ( ( ( b ) > ( a ) )? ( b ) : ( ( c ) < ( a ) )? ( c ) : ( a ) ) |
| b <= a >= c になるように a を飽和します More...
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#define | MIX_MALLOC(size) Mix::Memory::Allocate( Mix::Memory::SECTION_USER, size, __FILEW__, __LINE__ ) |
| メモリを、指定したサイズで確保します More...
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#define | MIX_MALLOC_T(T, count) static_cast<T*>( Mix::Memory::Allocate( Mix::Memory::SECTION_USER, sizeof( T ) * count, __FILEW__, __LINE__ ) ) |
| メモリを、指定した型、数で確保します More...
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#define | MIX_ALIGNED_MALLOC(alignment, size) Mix::Memory::Allocate( Mix::Memory::SECTION_USER, alignment, size, __FILEW__, __LINE__ ) |
| メモリを、指定したアライメント、サイズで確保します More...
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#define | MIX_ALIGNED_MALLOC_T(alignment, T, count) static_cast<T*>( Mix::Memory::Allocate( Mix::Memory::SECTION_USER, alignment, sizeof( T ) * count, __FILEW__, __LINE__ ) ) |
| メモリを、指定したアライメント、型、数で確保します More...
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#define | MIX_REALLOC(ptr, size) Mix::Memory::Reallocate( ptr, size ) |
| 指定したメモリを指定したサイズで再確保します More...
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#define | MIX_REALLOC_T(ptr, T, count) static_cast<T*>( Mix::Memory::Reallocate( ptr, sizeof( T ) * count ) ) |
| 指定したメモリを、指定した型、サイズで再確保します More...
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#define | MIX_FREE(ptr) |
| MIX_MALLOC もしくわ MIX_ALIGNED_MALLOC によって確保されたメモリを解放します More...
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#define | MIX_DECLARE_ALLOCATOR() |
| クラスにアロケータの定義を追加します More...
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#define | MIX_NEW_T(T, ...) new( Mix::Memory::SECTION_USER, __FILEW__, __LINE__ ) T( __VA_ARGS__ ) |
| 新しいインスタンスを指定した、インスタンスの型、コンストラクタに渡す引数で作成します More...
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#define | MIX_ALIGNED_NEW_T(align, T, ...) new( Mix::Memory::SECTION_USER, align, __FILEW__, __LINE__ ) T( __VA_ARGS__ ) |
| 新しいインスタンスを指定した、アライメント、インスタンスの型、コンストラクタに渡す引数で作成します More...
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#define | MIX_DELETE_T(T, ptr) |
| MIX_NEW_T または MIX_ALIGNED_NEW_T によって作成されたインスタンスを削除します More...
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#define | MIX_DELETE_THIS_T(T, ptr) |
| MIX_NEW_T または MIX_ALIGNED_NEW_T によって作成された自身のインスタンスを削除します More...
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#define | MIX_NEW_ARRAY_T(T, count) new( Mix::Memory::SECTION_USER, __FILEW__, __LINE__ ) T[count] |
| 新しいインスタンス配列を指定した、インスタンスの型、配列の要素の数で作成します More...
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#define | MIX_ALIGNED_NEW_ARRAY_T(align, T, count) new( Mix::Memory::SECTION_USER, align, __FILEW__, __LINE__ ) T[count] |
| 新しいインスタンス配列を指定した、アライメント、インスタンスの型、配列の要素の数で作成します More...
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#define | MIX_DELETE_ARRAY_T(T, ptr) |
| MIX_NEW_T によって作成されたインスタンス配列を削除します More...
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#define | MIX_DELETE_PTR_ARRAY_T(ptr) |
| MIX_NEW_ARRAY_T または MIX_ALIGNED_NEW_ARRAY_T によって作成されたインスタンスのポインタ配列を削除します More...
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#define | MIX_NEW new |
| 新しいインスタンスを作成します More...
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#define | MIX_DELETE(x) |
| MIX_NEW によって作成されたインスタンスを削除します More...
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#define | MIX_DELETE_ARRAY(x) |
| MIX_NEW によって作成されたインスタンス配列を削除します More...
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#define | MIX_DELETE_THIS(x) delete x |
| MIX_NEW によって作成された自身のインスタンスを削除します More...
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enum | Mix::Memory::SECTION_TYPE {
Mix::Memory::SECTION_GENERAL = 0,
Mix::Memory::SECTION_GRAPHICS = 1,
Mix::Memory::SECTION_SOUND = 2,
Mix::Memory::SECTION_DYNAMICS = 3,
Mix::Memory::SECTION_SCENE = 4,
Mix::Memory::SECTION_USER = 5
} |
| セクションタイプ列挙定数 More...
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enum | Mix::IO::SEEK_METHOD { Mix::IO::SEEK_METHOD_BEGIN = 0,
Mix::IO::SEEK_METHOD_CURRENT = 1,
Mix::IO::SEEK_METHOD_END = 2
} |
| シーク方式列挙定数 More...
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enum | Mix::IO::SPECIAL_DIRECTORY_TYPE { Mix::IO::SPDIR_APPDATA = 1,
Mix::IO::SPDIR_DESKTOP = 2,
Mix::IO::SPDIR_MYDOCUMENT = 3
} |
| 特殊ディレクトリタイプ列挙定数 More...
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enum | Mix::HID::KEY {
Mix::HID::KEY_F1 = 1,
Mix::HID::KEY_F2 = 2,
Mix::HID::KEY_F3 = 3,
Mix::HID::KEY_F4 = 4,
Mix::HID::KEY_F5 = 5,
Mix::HID::KEY_F6 = 6,
Mix::HID::KEY_F7 = 7,
Mix::HID::KEY_F8 = 8,
Mix::HID::KEY_F9 = 9,
Mix::HID::KEY_F10 = 10,
Mix::HID::KEY_F11 = 11,
Mix::HID::KEY_F12 = 12,
Mix::HID::KEY_0 = 13,
Mix::HID::KEY_1 = 14,
Mix::HID::KEY_2 = 15,
Mix::HID::KEY_3 = 16,
Mix::HID::KEY_4 = 17,
Mix::HID::KEY_5 = 18,
Mix::HID::KEY_6 = 19,
Mix::HID::KEY_7 = 20,
Mix::HID::KEY_8 = 21,
Mix::HID::KEY_9 = 22,
Mix::HID::KEY_NP0 = 23,
Mix::HID::KEY_NP1 = 24,
Mix::HID::KEY_NP2 = 25,
Mix::HID::KEY_NP3 = 26,
Mix::HID::KEY_NP4 = 27,
Mix::HID::KEY_NP5 = 28,
Mix::HID::KEY_NP6 = 29,
Mix::HID::KEY_NP7 = 30,
Mix::HID::KEY_NP8 = 31,
Mix::HID::KEY_NP9 = 32,
Mix::HID::KEY_A = 33,
Mix::HID::KEY_B = 34,
Mix::HID::KEY_C = 35,
Mix::HID::KEY_D = 36,
Mix::HID::KEY_E = 37,
Mix::HID::KEY_F = 38,
Mix::HID::KEY_G = 39,
Mix::HID::KEY_H = 40,
Mix::HID::KEY_I = 41,
Mix::HID::KEY_J = 42,
Mix::HID::KEY_K = 43,
Mix::HID::KEY_L = 44,
Mix::HID::KEY_M = 45,
Mix::HID::KEY_N = 46,
Mix::HID::KEY_O = 47,
Mix::HID::KEY_P = 48,
Mix::HID::KEY_Q = 49,
Mix::HID::KEY_R = 50,
Mix::HID::KEY_S = 51,
Mix::HID::KEY_T = 52,
Mix::HID::KEY_U = 53,
Mix::HID::KEY_V = 54,
Mix::HID::KEY_W = 55,
Mix::HID::KEY_X = 56,
Mix::HID::KEY_Y = 57,
Mix::HID::KEY_Z = 58,
Mix::HID::KEY_UP = 59,
Mix::HID::KEY_DOWN = 60,
Mix::HID::KEY_LEFT = 61,
Mix::HID::KEY_RIGHT = 62,
Mix::HID::KEY_ESCAPE = 63,
Mix::HID::KEY_TAB = 64,
Mix::HID::KEY_BACKSPACE = 65,
Mix::HID::KEY_DELETE = 66,
Mix::HID::KEY_SPACE = 67,
Mix::HID::KEY_RETURN = 68,
Mix::HID::KEY_SHIFT = 69,
Mix::HID::KEY_LSHIFT = 70,
Mix::HID::KEY_RSHIFT = 71,
Mix::HID::KEY_CTRL = 72,
Mix::HID::KEY_LCTRL = 73,
Mix::HID::KEY_RCTRL = 74,
Mix::HID::KEY_ALT = 75,
Mix::HID::KEY_LALT = 76,
Mix::HID::KEY_RALT = 77,
Mix::HID::KEY_MAX = 78
} |
| キーコード列挙定数 More...
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enum | Mix::HID::GAMEPAD_API { Mix::HID::GAMEPAD_UNKNOWN = 0,
Mix::HID::GAMEPAD_XINPUT = 1,
Mix::HID::GAMEPAD_DIRECTINPUT = 2
} |
| ゲームパッド API 列挙定数 More...
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enum | Mix::HID::GAMEPAD_CONSTANT { Mix::HID::GAMEPAD_TRIGGER_RESOLUTION = 255,
Mix::HID::GAMEPAD_STICK_RESOLUTION = 32767,
Mix::HID::GAMEPAD_LEFT = 0,
Mix::HID::GAMEPAD_RIGHT = 1
} |
| ゲームパッド定数列挙定数 More...
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enum | Mix::HID::GAMEPAD_PORT {
Mix::HID::GAMEPAD_XI_A = 0,
Mix::HID::GAMEPAD_XI_B = 1,
Mix::HID::GAMEPAD_XI_C = 2,
Mix::HID::GAMEPAD_XI_D = 3,
Mix::HID::GAMEPAD_DI_A = 4,
Mix::HID::GAMEPAD_DI_B = 5,
Mix::HID::GAMEPAD_DI_C = 6,
Mix::HID::GAMEPAD_DI_D = 7,
Mix::HID::GAMEPAD_PORT_MAX = 8
} |
| ゲームパッドポート列挙定数 More...
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enum | Mix::HID::GAMEPAD_BUTTON {
Mix::HID::GAMEPAD_POV_UP = 0,
Mix::HID::GAMEPAD_POV_DOWN = 1,
Mix::HID::GAMEPAD_POV_LEFT = 2,
Mix::HID::GAMEPAD_POV_RIGHT = 3,
Mix::HID::GAMEPAD_START = 4,
Mix::HID::GAMEPAD_BACK = 5,
Mix::HID::GAMEPAD_STICK_LEFT = 6,
Mix::HID::GAMEPAD_STICK_RIGHT = 7,
Mix::HID::GAMEPAD_SHOULDER_LEFT = 8,
Mix::HID::GAMEPAD_SHOULDER_RIGHT = 9,
Mix::HID::GAMEPAD_A = 10,
Mix::HID::GAMEPAD_B = 11,
Mix::HID::GAMEPAD_X = 12,
Mix::HID::GAMEPAD_Y = 13,
Mix::HID::GAMEPAD_BUTTON_MAX = 14
} |
| ゲームパッドボタン列挙定数 More...
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enum | Mix::HID::SWITCH_STATE { Mix::HID::PRESSED = 0x00000001,
Mix::HID::RELEASED = 0x00000002,
Mix::HID::DOWN = 0x00000004
} |
| スイッチステート列挙定数 More...
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enum | Mix::Parallel::DEBUG_ID { Mix::Parallel::DEBUG_DYNAMICS_COLLISION_DISPATCHER = 0,
Mix::Parallel::DEBUG_DYNAMICS_JOINT_SOLVER = 1,
Mix::Parallel::DEBUG_USER = 2
} |
| デバッグ用識別子 列挙定数 More...
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enum | Mix::Graphics::SHADER_MODEL { Mix::Graphics::SHADER_MODEL_3 = 0,
Mix::Graphics::SHADER_MODEL_4 = 1,
Mix::Graphics::SHADER_MODEL_5 = 2
} |
| シェーダーモデル列挙定数 More...
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enum | Mix::Graphics::VERTEX_ELEMENT_SEMANTIC {
Mix::Graphics::VLS_POSITION = 0,
Mix::Graphics::VLS_BLENDWEIGHT = 1,
Mix::Graphics::VLS_BLENDINDICES = 2,
Mix::Graphics::VLS_NORMAL = 3,
Mix::Graphics::VLS_PSIZE = 4,
Mix::Graphics::VLS_TEXTURE = 5,
Mix::Graphics::VLS_TANGENT = 6,
Mix::Graphics::VLS_BINORMAL = 7,
Mix::Graphics::VLS_COLOR = 8
} |
| バーテックスエレメントセマンティック列挙定数 More...
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enum | Mix::Graphics::VERTEX_ELEMENT_FORMAT {
Mix::Graphics::VLF_FLOAT32_1 = 0,
Mix::Graphics::VLF_FLOAT32_2 = 1,
Mix::Graphics::VLF_FLOAT32_3 = 2,
Mix::Graphics::VLF_FLOAT32_4 = 3,
Mix::Graphics::VLF_UINT8_4 = 4,
Mix::Graphics::VLF_INT16_2 = 5,
Mix::Graphics::VLF_INT16_4 = 6,
Mix::Graphics::VLF_UINT8_4N = 7,
Mix::Graphics::VLF_INT16_2N = 8,
Mix::Graphics::VLF_INT16_4N = 9,
Mix::Graphics::VLF_UINT16_2N = 10,
Mix::Graphics::VLF_UINT16_4N = 11,
Mix::Graphics::VLF_FLOAT16_2 = 12,
Mix::Graphics::VLF_FLOAT16_4 = 13
} |
| バーテックスエレメントフォーマット列挙定数 More...
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enum | Mix::Graphics::SHADER_TARGET {
Mix::Graphics::VS_3_0 = 0,
Mix::Graphics::PS_3_0 = 1,
Mix::Graphics::CS_4_0 = 2,
Mix::Graphics::GS_4_0 = 3,
Mix::Graphics::VS_4_0 = 4,
Mix::Graphics::PS_4_0 = 5,
Mix::Graphics::CS_4_1 = 6,
Mix::Graphics::GS_4_1 = 7,
Mix::Graphics::VS_4_1 = 8,
Mix::Graphics::PS_4_1 = 9,
Mix::Graphics::CS_5_0 = 10,
Mix::Graphics::DS_5_0 = 11,
Mix::Graphics::GS_5_0 = 12,
Mix::Graphics::HS_5_0 = 13,
Mix::Graphics::VS_5_0 = 14,
Mix::Graphics::PS_5_0 = 15
} |
| シェーダーターゲット列挙定数 More...
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enum | Mix::Graphics::FILL_TYPE { Mix::Graphics::FILL_WIREFRAME = 0,
Mix::Graphics::FILL_SOLID = 1
} |
| 描画タイプ列挙定数 More...
|
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enum | Mix::Graphics::CULL_TYPE { Mix::Graphics::CULL_NONE = 0,
Mix::Graphics::CULL_FRONT = 1,
Mix::Graphics::CULL_BACK = 2
} |
| カリングタイプ列挙定数 More...
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enum | Mix::Graphics::BLEND_TYPE {
Mix::Graphics::BLEND_COPY = 0,
Mix::Graphics::BLEND_NORMAL = 1,
Mix::Graphics::BLEND_ADD = 2,
Mix::Graphics::BLEND_SUB = 3,
Mix::Graphics::BLEND_MUL = 4,
Mix::Graphics::BLEND_SCREEN = 5
} |
| ブレンドタイプ列挙定数 More...
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enum | Mix::Graphics::ZFUNC_TYPE {
Mix::Graphics::ZFUNC_ALWAYS = 0,
Mix::Graphics::ZFUNC_NEVER = 1,
Mix::Graphics::ZFUNC_LESS = 2,
Mix::Graphics::ZFUNC_EQUAL = 3,
Mix::Graphics::ZFUNC_LESSEQUAL = 4,
Mix::Graphics::ZFUNC_GREATER = 5,
Mix::Graphics::ZFUNC_NOTEQUAL = 6,
Mix::Graphics::ZFUNC_GREATEREQUAL = 7
} |
| Zファンクション列挙定数 More...
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enum | Mix::Graphics::TEXTURE_FILTER_TYPE { Mix::Graphics::TEXTURE_FILTER_POINT = 0,
Mix::Graphics::TEXTURE_FILTER_LINEAR = 1,
Mix::Graphics::TEXTURE_FILTER_ANISOTROPIC = 2
} |
| テクスチャフィルタタイプ列挙定数 More...
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enum | Mix::Graphics::TEXTURE_ADDRESS_TYPE { Mix::Graphics::TEXTURE_ADDRESS_WRAP = 0,
Mix::Graphics::TEXTURE_ADDRESS_CLAMP = 1
} |
| テクスチャー座標の解決手法列挙定数 More...
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enum | Mix::Graphics::CUBEMAP_FACE {
Mix::Graphics::CUBEMAP_FACE_POSITIVE_X = 0,
Mix::Graphics::CUBEMAP_FACE_NEGATIVE_X = 1,
Mix::Graphics::CUBEMAP_FACE_POSITIVE_Y = 2,
Mix::Graphics::CUBEMAP_FACE_NEGATIVE_Y = 3,
Mix::Graphics::CUBEMAP_FACE_POSITIVE_Z = 4,
Mix::Graphics::CUBEMAP_FACE_NEGATIVE_Z = 5
} |
| キューブマップのフェイス列挙定数 More...
|
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enum | Mix::Graphics::FORMAT {
Mix::Graphics::FMT_UNKNOWN = 0,
Mix::Graphics::FMT_D16 = 1,
Mix::Graphics::FMT_D32 = 2,
Mix::Graphics::FMT_D24S8 = 3,
Mix::Graphics::FMT_R8G8B8A8 = 4,
Mix::Graphics::FMT_A8 = 5,
Mix::Graphics::FMT_R16F = 6,
Mix::Graphics::FMT_R32F = 7,
Mix::Graphics::FMT_R16G16F = 8,
Mix::Graphics::FMT_R32G32F = 9,
Mix::Graphics::FMT_R16G16B16A16F = 10,
Mix::Graphics::FMT_R32G32B32A32F = 11,
Mix::Graphics::FMT_BC1 = 12,
Mix::Graphics::FMT_BC2 = 13,
Mix::Graphics::FMT_BC3 = 14
} |
| フォーマット列挙定数 More...
|
|
enum | Mix::Graphics::INDEX_FORMAT { Mix::Graphics::INDEX_USHORT = 0,
Mix::Graphics::INDEX_UINT = 1
} |
| インデックスフォーマット列挙定数 More...
|
|
enum | Mix::Graphics::QUERY_FORMAT { Mix::Graphics::QUERY_EVENT = 0,
Mix::Graphics::QUERY_OCCLUSION = 1
} |
| クエリフォーマット列挙定数 More...
|
|
enum | Mix::Graphics::PRIMITIVE_TYPE {
Mix::Graphics::PRIMITIVE_POINTLIST = 0,
Mix::Graphics::PRIMITIVE_LINELIST = 1,
Mix::Graphics::PRIMITIVE_LINESTRIP = 2,
Mix::Graphics::PRIMITIVE_TRIANGLELIST = 3,
Mix::Graphics::PRIMITIVE_TRIANGLESTRIP = 4
} |
| プリミティブタイプ列挙定数 More...
|
|
enum | Mix::Graphics::COLOR_WRITE_MASK { Mix::Graphics::COLOR_WRITE_RGBA = 0,
Mix::Graphics::COLOR_WRITE_RGB = 1,
Mix::Graphics::COLOR_WRITE_A = 2
} |
| カラー書き込みマスク列挙定数 More...
|
|
enum | Mix::Graphics::Utility::STRING_FLAGS { Mix::Graphics::Utility::SF_HCENTER = 0x00000001,
Mix::Graphics::Utility::SF_VCENTER = 0x00000002,
Mix::Graphics::Utility::SF_WORDBREAK = 0x00000004
} |
| 文字列フラグ列挙定数 More...
|
|
enum | Mix::Dynamics::AXIS_TYPE { Mix::Dynamics::AXIS_X = 0,
Mix::Dynamics::AXIS_Y = 1,
Mix::Dynamics::AXIS_Z = 2
} |
| 軸タイプ列挙定数 More...
|
|
enum | Mix::Dynamics::OBJECT_FILTER_FLAG {
Mix::Dynamics::OF_DEFAULT = 0x0001,
Mix::Dynamics::OF_STATIC = 0x0002,
Mix::Dynamics::OF_KINEMATIC = 0x0004,
Mix::Dynamics::OF_DEBRIS = 0x0008,
Mix::Dynamics::OF_SENSOR = 0x0010,
Mix::Dynamics::OF_CHARACTER = 0x0020,
Mix::Dynamics::OF_ALL = ( OF_DEFAULT | OF_STATIC | OF_KINEMATIC | OF_DEBRIS | OF_SENSOR | OF_CHARACTER ),
Mix::Dynamics::OF_DEFAULT_MASK = ( OF_DEFAULT | OF_STATIC | OF_KINEMATIC | OF_SENSOR ),
Mix::Dynamics::OF_STATIC_MASK = ( OF_DEFAULT | OF_KINEMATIC | OF_DEBRIS | OF_SENSOR | OF_CHARACTER ),
Mix::Dynamics::OF_KINEMATIC_MASK = ( OF_DEFAULT | OF_SENSOR ),
Mix::Dynamics::OF_DEBRIS_MASK = ( OF_STATIC ),
Mix::Dynamics::OF_SENSOR_MASK = ( OF_DEFAULT | OF_STATIC | OF_KINEMATIC ),
Mix::Dynamics::OF_CHARACTER_MASK = ( OF_STATIC | OF_CHARACTER )
} |
| オブジェクトフィルターフラグ列挙定数 More...
|
|
enum | Mix::Dynamics::DEBUG_DRAW_FLAG { Mix::Dynamics::DD_WIREFRAME = 0x00000001,
Mix::Dynamics::DD_AXIS = 0x00000002,
Mix::Dynamics::DD_JOINT_FRAME = 0x00000004,
Mix::Dynamics::DD_JOINT_LIMIT = 0x00000008
} |
| デバッグ描画のフラグ列挙定数 More...
|
|
enum | Mix::Dynamics::DEBUG_DRAW_COLOR_TYPE {
Mix::Dynamics::DDC_RIGIDBODY_AROUSAL = 0,
Mix::Dynamics::DDC_RIGIDBODY_ACTIVE = 1,
Mix::Dynamics::DDC_RIGIDBODY_SLEEPY = 2,
Mix::Dynamics::DDC_RIGIDBODY_REST = 3,
Mix::Dynamics::DDC_RIGIDBODY_DISABLE = 4,
Mix::Dynamics::DDC_SENSOR = 5,
Mix::Dynamics::DDC_KINEMATIC_CHARACTER = 6,
Mix::Dynamics::DDC_JOINT_FRAME = 7,
Mix::Dynamics::DDC_JOINT_LIMIT = 8
} |
| デバッグ描画のカラータイプ列挙定数 More...
|
|
enum | Mix::Scene::MOTION_CONSTANT { Mix::Scene::MOTION_INFINITE_LOOP = 0xFFFFFFFF
} |
| モーションの列挙定数 More...
|
|
enum | Mix::Scene::MOTION_RT_FLAG { Mix::Scene::MOTION_RT_ROTATION = 0x00000001,
Mix::Scene::MOTION_RT_TRANSLATION = 0x00000002
} |
| モーションのルートトランスフォームフラグ列挙定数 More...
|
|
enum | Mix::Scene::MOTION_CONDITION_FLAG {
Mix::Scene::MOTION_COND_WATING = 0x00000001,
Mix::Scene::MOTION_COND_ACTIVE = 0x00000002,
Mix::Scene::MOTION_COND_CURRENT = 0x00000004,
Mix::Scene::MOTION_COND_ALL = ( MOTION_COND_WATING | MOTION_COND_CURRENT ),
Mix::Scene::MOTION_COND_CUR_ACTIVE = ( MOTION_COND_CURRENT | MOTION_COND_ACTIVE )
} |
| モーション状態フラグ列挙定数 More...
|
|
enum | Mix::Scene::MOTION_COMMAND_EXECUTE_TYPE { Mix::Scene::MOTION_CE_DEFAULT = 0,
Mix::Scene::MOTION_CE_EARLY = 1,
Mix::Scene::MOTION_CE_FORCE = 2
} |
| モーションコマンンド実行タイプ列挙定数 More...
|
|
enum | Mix::Scene::MOTION_COMMAND_FLAG {
Mix::Scene::MOTION_CF_ACTIVATE = 0x00000001,
Mix::Scene::MOTION_CF_FRAME = 0x00000002,
Mix::Scene::MOTION_CF_LOOP = 0x00000004,
Mix::Scene::MOTION_CF_TRANSITION = 0x00000008,
Mix::Scene::MOTION_CF_FRAME_INHERIT = 0x00000010,
Mix::Scene::MOTION_CF_LOOP_INHERIT = 0x00000020,
Mix::Scene::MOTION_CF_TRANSITION_INHERIT = 0x00000040,
Mix::Scene::MOTION_CF_SET_ALL = ( MOTION_CF_FRAME | MOTION_CF_LOOP | MOTION_CF_TRANSITION ),
Mix::Scene::MOTION_CF_INHERIT = ( MOTION_CF_FRAME_INHERIT | MOTION_CF_LOOP_INHERIT | MOTION_CF_TRANSITION_INHERIT ),
Mix::Scene::MOTION_CF_PLAY = ( MOTION_CF_ACTIVATE | MOTION_CF_SET_ALL ),
Mix::Scene::MOTION_CF_PLAY_INHERIT = ( MOTION_CF_ACTIVATE | MOTION_CF_SET_ALL | MOTION_CF_INHERIT ),
Mix::Scene::MOTION_CF_STOP = ( MOTION_CF_TRANSITION )
} |
| モーションコマンドフラグ列挙定数 More...
|
|
enum | Mix::Scene::RENDERER_CAPABILITY_FLAG {
Mix::Scene::RCAP_WIDGET = 0x00000001,
Mix::Scene::RCAP_DYNAMICS = 0x00000002,
Mix::Scene::RCAP_ATMOSPHERE = 0x00000004,
Mix::Scene::RCAP_SHADOW_MAPPING = 0x00000008,
Mix::Scene::RCAP_AMBIENT_OCCLUSION = 0x00000010,
Mix::Scene::RCAP_LUMINOSITY = 0x00000020,
Mix::Scene::RCAP_BLOOM = 0x00000040,
Mix::Scene::RCAP_LIGHT_SHAFTS = 0x00000080,
Mix::Scene::RCAP_LENS_FLARE = 0x00000100,
Mix::Scene::RCAP_CHROMATISM = 0x00000200,
Mix::Scene::RCAP_DEPTH_OF_FIELD = 0x00000400,
Mix::Scene::RCAP_ALL
} |
| レンダラー能力フラグ列挙定数 More...
|
|
enum | Mix::Scene::RENDERER_SAMPLING_RESOLUTION { Mix::Scene::RSMPL_DEFAULT = 0,
Mix::Scene::RSMPL_DOWN2X = 1,
Mix::Scene::RSMPL_DOWN4X = 2
} |
| レンダラー : サンプリング解像度列挙定数 More...
|
|
enum | Mix::Scene::WATER_CONTAINS_RESULT { Mix::Scene::WCR_UNKNOWN = 0,
Mix::Scene::WCR_FRONT = 1,
Mix::Scene::WCR_BACK = 2,
Mix::Scene::WCR_OVERLAP = 3
} |
| 水面との判定結果列挙定数 More...
|
|
enum | Mix::Scene::DYNAMICS_COLLIDER_MODE { Mix::Scene::DC_DEFAULT = 0,
Mix::Scene::DC_STATIC = 1,
Mix::Scene::DC_KINEMATIC = 2,
Mix::Scene::DC_RAGDOLL = 3
} |
| ダイナミクスコライダーモード列挙定数 More...
|
|
enum | Mix::Scene::DYNAMICS_KCHAR_MODE { Mix::Scene::DKC_RECEIVE = 0,
Mix::Scene::DKC_CAST = 1
} |
| ダイナミクスキネマティックキャラクターモード More...
|
|
enum | Mix::Scene::DEBUG_DRAW_METHOD { Mix::Scene::DDM_BEFORE = 0,
Mix::Scene::DDM_AFTER = 1,
Mix::Scene::DDM_XRAYS = 2
} |
| デバッグ : 描画メソッド列挙定数 More...
|
|
enum | Mix::Scene::DEBUG_DRAW_FLAG {
Mix::Scene::DDF_OCTREE = 0x00000001,
Mix::Scene::DDF_DIRLIGHT_SHAPE = 0x00000002,
Mix::Scene::DDF_SPOTLIGHT_SHAPE = 0x00000004,
Mix::Scene::DDF_SPOTLIGHT_BOUNDS = 0x00000008,
Mix::Scene::DDF_POINTLIGHT_SHAPE = 0x00000010,
Mix::Scene::DDF_POINTLIGHT_BOUNDS = 0x00000020,
Mix::Scene::DDF_SHADOW_BOUNDS = 0x00000040,
Mix::Scene::DDF_WIDGET_GROUP_BOUNDS = 0x00000080,
Mix::Scene::DDF_PARTICLE_MESH = 0x00000100,
Mix::Scene::DDF_PARTICLE_AXIS = 0x00000200,
Mix::Scene::DDF_PARTICLE_BOUNDS = 0x00000400,
Mix::Scene::DDF_PARTICLE_GENERATOR = 0x00000800,
Mix::Scene::DDF_PARTICLE_PROCESSOR = 0x00001000,
Mix::Scene::DDF_PLANTER_MESH = 0x00002000,
Mix::Scene::DDF_PLANTER_BOUNDS = 0x00004000,
Mix::Scene::DDF_ACTORMODEL_MESH = 0x00008000,
Mix::Scene::DDF_ACTORMODEL_AXIS = 0x00010000,
Mix::Scene::DDF_ACTORMODEL_BOUNDS = 0x00020000,
Mix::Scene::DDF_ACTORMODEL_SKELETAL = 0x00040000,
Mix::Scene::DDF_ACTORMODEL_KCHAR = 0x00080000,
Mix::Scene::DDF_ACTORMODEL_COLLIDER = 0x00100000,
Mix::Scene::DDF_ACTORMODEL_SENSOR = 0x00200000,
Mix::Scene::DDF_ACTORMODEL_JOINT = 0x00400000,
Mix::Scene::DDF_TERRAINMODEL_MESH = 0x00800000,
Mix::Scene::DDF_TERRAINMODEL_BOUNDS = 0x01000000,
Mix::Scene::DDF_WATERPOOL_BOUNDS = 0x02000000,
Mix::Scene::DDF_PP_FILMIC = 0x04000000,
Mix::Scene::DDF_PP_CHROMATISM = 0x08000000,
Mix::Scene::DDF_PP_LENS_DISTORTION = 0x10000000,
Mix::Scene::DDF_FLOOR_COLLIDER = 0x20000000,
Mix::Scene::DDF_GHOST_COLLIDER = 0x40000000,
Mix::Scene::DDF_MESH = ( DDF_PLANTER_MESH | DDF_PARTICLE_MESH | DDF_ACTORMODEL_MESH | DDF_TERRAINMODEL_MESH ),
Mix::Scene::DDF_AXIS = ( DDF_PARTICLE_AXIS | DDF_ACTORMODEL_AXIS ),
Mix::Scene::DDF_BOUNDS = ( DDF_SPOTLIGHT_BOUNDS | DDF_POINTLIGHT_BOUNDS | DDF_PARTICLE_BOUNDS | DDF_ACTORMODEL_BOUNDS | DDF_TERRAINMODEL_BOUNDS | DDF_WATERPOOL_BOUNDS | DDF_PLANTER_BOUNDS ),
Mix::Scene::DDF_LIGHT_SHAPE = ( DDF_DIRLIGHT_SHAPE | DDF_SPOTLIGHT_SHAPE | DDF_POINTLIGHT_SHAPE ),
Mix::Scene::DDF_LIGHT_BOUNDS = ( DDF_SPOTLIGHT_BOUNDS | DDF_POINTLIGHT_BOUNDS ),
Mix::Scene::DDF_LIGHT = ( DDF_LIGHT_SHAPE | DDF_LIGHT_BOUNDS ),
Mix::Scene::DDF_DIRLIGHT = ( DDF_DIRLIGHT_SHAPE ),
Mix::Scene::DDF_SPOTLIGHT = ( DDF_SPOTLIGHT_SHAPE | DDF_SPOTLIGHT_BOUNDS ),
Mix::Scene::DDF_POINTLIGHT = ( DDF_POINTLIGHT_SHAPE | DDF_POINTLIGHT_BOUNDS ),
Mix::Scene::DDF_SHADOW = ( DDF_SHADOW_BOUNDS ),
Mix::Scene::DDF_WIDGET = ( DDF_WIDGET_GROUP_BOUNDS ),
Mix::Scene::DDF_PLANTER = ( DDF_PLANTER_MESH | DDF_PLANTER_BOUNDS ),
Mix::Scene::DDF_PARTICLE = ( DDF_PARTICLE_MESH | DDF_PARTICLE_AXIS | DDF_PARTICLE_BOUNDS | DDF_PARTICLE_GENERATOR | DDF_PARTICLE_PROCESSOR ),
Mix::Scene::DDF_ACTORMODEL = ( DDF_ACTORMODEL_MESH | DDF_ACTORMODEL_AXIS | DDF_ACTORMODEL_BOUNDS | DDF_ACTORMODEL_SKELETAL | DDF_ACTORMODEL_KCHAR | DDF_ACTORMODEL_COLLIDER | DDF_ACTORMODEL_SENSOR | DDF_ACTORMODEL_JOINT ),
Mix::Scene::DDF_TERRAINMODEL = ( DDF_TERRAINMODEL_MESH | DDF_TERRAINMODEL_BOUNDS ),
Mix::Scene::DDF_WATERPOOL = ( DDF_WATERPOOL_BOUNDS ),
Mix::Scene::DDF_FLOOR = ( DDF_FLOOR_COLLIDER ),
Mix::Scene::DDF_GHOST = ( DDF_GHOST_COLLIDER ),
Mix::Scene::DDF_DYNAMICS
} |
|
enum | Mix::Scene::DEBUG_DRAW_COLOR_TYPE {
Mix::Scene::DDC_COLLIDER_AROUSAL = 0,
Mix::Scene::DDC_COLLIDER_ACTIVE = 1,
Mix::Scene::DDC_COLLIDER_SLEEPY = 2,
Mix::Scene::DDC_COLLIDER_REST = 3,
Mix::Scene::DDC_COLLIDER_DISABLE = 4,
Mix::Scene::DDC_SENSOR = 5,
Mix::Scene::DDC_KINEMATIC_CHARACTER = 6,
Mix::Scene::DDC_JOINT_FRAME = 7,
Mix::Scene::DDC_JOINT_LIMIT = 8,
Mix::Scene::DDC_BOUNDS = 9,
Mix::Scene::DDC_OCTREE_NODE_BOUNDS = 10,
Mix::Scene::DDC_OCTREE_OBJS_BOUNDS = 11,
Mix::Scene::DDC_LIGHT_SHAPE = 12,
Mix::Scene::DDC_PARTICLE_QUAD = 13,
Mix::Scene::DDC_ACTORMODEL_SKELETAL = 14,
Mix::Scene::DDC_SM_CLIP_BOOUNDS = 15,
Mix::Scene::DDC_SM_CAST_BOOUNDS = 16,
Mix::Scene::DDC_FILMIC_BG = 17,
Mix::Scene::DDC_FILMIC_MEMORY = 18,
Mix::Scene::DDC_FILMIC_CURVE = 19,
Mix::Scene::DDC_ABERRATION = 20
} |
|
enum | Mix::Scene::DEBUG_PROFILE_TYPE {
Mix::Scene::DPT_GENERAL = 0,
Mix::Scene::DPT_DYNAMICS = 1,
Mix::Scene::DPT_OCTREE = 2,
Mix::Scene::DPT_LIGHT = 3,
Mix::Scene::DPT_WATER_POOL = 4,
Mix::Scene::DPT_WIDGET = 5,
Mix::Scene::DPT_ACTOR_MODEL = 6,
Mix::Scene::DPT_TERRAIN_MODEL = 7,
Mix::Scene::DPT_PROJ_SHADOW = 8,
Mix::Scene::DPT_DRAW_OPACITY = 9,
Mix::Scene::DPT_DRAW_NEUTRALITY = 10,
Mix::Scene::DPT_DRAW_REFRACT = 11,
Mix::Scene::DPT_DRAW_TRANSPARENCY = 12,
Mix::Scene::DPT_POST_PROCESS = 13
} |
| デバッグ : プロファイルタイプ列挙定数 More...
|
|
enum | Mix::Scene::DEBUG_IMAGE_TYPE {
Mix::Scene::DIT_DEPTH = 0,
Mix::Scene::DIT_DATA = 1,
Mix::Scene::DIT_AMBIENT_OCCLUSION = 2,
Mix::Scene::DIT_SHADOW_MAPPING = 3,
Mix::Scene::DIT_LUMINOSITY = 4,
Mix::Scene::DIT_BLOOM = 5,
Mix::Scene::DIT_LIGHT_SHAFTS = 6,
Mix::Scene::DIT_LENS_FLARE = 7,
Mix::Scene::DIT_CHROMATISM = 8,
Mix::Scene::DIT_DOF = 9
} |
| デバッグ : イメージ列挙定数 More...
|
|
enum | Mix::ENGINE_CONFIG_FLAG {
Mix::EC_IO_NARROW = 0x00000001,
Mix::EC_KEYBOARD = 0x00000002,
Mix::EC_MOUSE = 0x00000004,
Mix::EC_GAMEPAD = 0x00000008,
Mix::EC_HID = EC_KEYBOARD | EC_MOUSE | EC_GAMEPAD,
Mix::EC_GRAPHICS = 0x00000010,
Mix::EC_SOUND = 0x00000020,
Mix::EC_DYNAMICS = 0x00000040,
Mix::EC_PARALLEL = 0x00000080,
Mix::EC_SCENE = 0x00000100,
Mix::EC_ALL = EC_IO_NARROW | EC_HID | EC_GRAPHICS | EC_SOUND | EC_DYNAMICS | EC_PARALLEL | EC_SCENE
} |
|
|
_MIX_DLL_API Mix::Memory::SECTION_INFO | Mix::Memory::GetSectionInfo (UInt16 section) |
| セクションの情報を取得します More...
|
|
_MIX_DLL_API void * | Mix::Memory::Allocate (UInt16 section, UIntT size, const wchar_t *pSrcFile, Int32 srcLine) |
| メモリを確保します More...
|
|
_MIX_DLL_API void * | Mix::Memory::AllocateAligned (UInt16 section, UInt16 alignment, UIntT size, const wchar_t *pSrcFile, Int32 srcLine) |
| メモリを確保します More...
|
|
_MIX_DLL_API void * | Mix::Memory::Reallocate (void *ptr, UIntT size, const wchar_t *pSrcFile, Int32 srcLine) |
| メモリを再確保します More...
|
|
_MIX_DLL_API void | Mix::Memory::Free (void *ptr, const wchar_t *pSrcFile, Int32 srcLine) |
| メモリを解放します More...
|
|
_MIX_DLL_API void | Mix::Memory::Copy (void *dst, const void *src, UIntT size) |
| メモリをコピーします More...
|
|
_MIX_DLL_API void | Mix::Memory::Fill (void *ptr, UIntT size, UInt8 fill) |
| メモリ全体に指定した値を書き込みます More...
|
|
_MIX_DLL_API void | Mix::Memory::Zero (void *ptr, UIntT size) |
| メモリ全体に 0 を書き込みます More...
|
|
_MIX_DLL_API Boolean | Mix::Memory::CreateBuffer (UInt16 section, UIntT size, const void *pInitialData, Mix::Memory::IBuffer **ppBuffer) |
| バッファを作成します More...
|
|
_MIX_DLL_API Mix::IO::IManager * | Mix::IO::GetManagerPtr (void) |
| マネージャのポインタを取得します More...
|
|
_MIX_DLL_API Boolean | Mix::IO::GetManager (Mix::IO::IManager **ppManager) |
| マネージャを取得します More...
|
|
_MIX_DLL_API Boolean | Mix::IO::IsAbsolutePath (const wchar_t *pPath) |
| 絶対パスかどうかを確認します More...
|
|
_MIX_DLL_API Boolean | Mix::IO::IsRelativePath (const wchar_t *pPath) |
| 相対パスかどうかを確認します More...
|
|
_MIX_DLL_API Boolean | Mix::IO::CombinePath (const wchar_t *pBaseDirPath, Boolean bCnvBase, const wchar_t *pRelPath, Mix::StringW &outPath) |
| パスを結合します More...
|
|
_MIX_DLL_API Boolean | Mix::IO::GetSpecialDirectoryPath (Mix::IO::SPECIAL_DIRECTORY_TYPE type, Mix::String &dirPath) |
| 特殊ディレクトリの名前を取得します More...
|
|
_MIX_DLL_API Mix::HID::IManager * | Mix::HID::GetManagerPtr (void) |
| マネージャのポインタを取得します More...
|
|
_MIX_DLL_API Boolean | Mix::HID::GetManager (Mix::HID::IManager **ppManager) |
| マネージャを取得します More...
|
|
_MIX_DLL_API Mix::Parallel::IManager * | Mix::Parallel::GetManagerPtr (void) |
| マネージャのポインタを取得します More...
|
|
_MIX_DLL_API Boolean | Mix::Parallel::GetManager (Mix::Parallel::IManager **ppManager) |
| マネージャを取得します More...
|
|
_MIX_DLL_API Float32 | Mix::Geometry::DistancePointPlane (const Mix::Vector3 &p, const Mix::Geometry::Plane &plane) |
| 平面から点までの距離を求めます More...
|
|
_MIX_DLL_API void | Mix::Geometry::ClosestPointSphere (const Mix::Vector3 &p, const Mix::Geometry::Sphere &sphere, Mix::Vector3 &q) |
| 球から点への最接近点を求めます More...
|
|
_MIX_DLL_API void | Mix::Geometry::ClosestPointPlane (const Mix::Vector3 &p, const Mix::Geometry::Plane &plane, Mix::Vector3 &q) |
| 平面から点への最接近点を求めます More...
|
|
_MIX_DLL_API void | Mix::Geometry::ClosestPointOBB (const Mix::Vector3 &p, const Mix::Geometry::OBB &obb, Mix::Vector3 &q) |
| OBBから点への最接近点を求めます More...
|
|
_MIX_DLL_API void | Mix::Geometry::ClosestPointAABB (const Mix::Vector3 &p, const Mix::Geometry::AABB &aabb, Mix::Vector3 &q) |
| AABBと点の最接近点を求めます More...
|
|
_MIX_DLL_API Boolean | Mix::Geometry::PointInTriangle (const Mix::Vector3 &p, const Mix::Vector3 &a, const Mix::Vector3 &b, const Mix::Vector3 &c) |
| 点が時計回りの三角形abcの内側にあるかどうかを判定します More...
|
|
_MIX_DLL_API Boolean | Mix::Geometry::IntersectPointAABB (const Mix::Vector3 &p, const Mix::Geometry::AABB &aabb) |
| AABBと点の交差しているかどうかを判定します More...
|
|
_MIX_DLL_API Boolean | Mix::Geometry::IntersectSphereSphere (const Mix::Geometry::Sphere &sphere1, const Mix::Geometry::Sphere &sphere2, Float32 *pDist=NULL) |
| 球同士が交差しているかどうかを判定します More...
|
|
_MIX_DLL_API Boolean | Mix::Geometry::IntersectSpherePlane (const Mix::Geometry::Sphere &sphere, const Mix::Geometry::Plane &plane, Float32 *pDist=NULL) |
| 球と平面が交差しているかどうかを判定します More...
|
|
_MIX_DLL_API Boolean | Mix::Geometry::IntersectSphereOBB (const Mix::Geometry::Sphere &sphere, const Mix::Geometry::OBB &obb, Mix::Vector3 *pPos=NULL) |
| 球とOBBが交差しているかどうかを判定します More...
|
|
_MIX_DLL_API Boolean | Mix::Geometry::IntersectSphereAABB (const Mix::Geometry::Sphere &sphere, const Mix::Geometry::AABB &aabb, Mix::Vector3 *pPos=NULL) |
| 球とAABBが交差しているかどうかを判定します More...
|
|
_MIX_DLL_API Boolean | Mix::Geometry::IntersectPlanePlane (const Mix::Geometry::Plane &plane1, const Mix::Geometry::Plane &plane2, Mix::Vector3 *pPos=NULL, Mix::Vector3 *pDir=NULL) |
| 平面と平面が交差しているかどうかを判定します More...
|
|
_MIX_DLL_API Boolean | Mix::Geometry::IntersectPlaneOBB (const Mix::Geometry::Plane &plane, const Mix::Geometry::OBB &obb) |
| 平面とOBBが交差しているかどうかを判定します More...
|
|
_MIX_DLL_API Boolean | Mix::Geometry::IntersectPlaneAABB (const Mix::Geometry::Plane &plane, const Mix::Geometry::AABB &aabb) |
| 平面とAABBが交差しているかどうかを判定します More...
|
|
_MIX_DLL_API Boolean | Mix::Geometry::IntersectOBBOBB (const Mix::Geometry::OBB &obb1, const Mix::Geometry::OBB &obb2) |
| OBB同士が交差しているかどうかを判定します More...
|
|
_MIX_DLL_API Boolean | Mix::Geometry::IntersectAABBAABB (const Mix::Geometry::AABB &aabb1, const Mix::Geometry::AABB &aabb2) |
| AABB同士が交差しているかどうかを判定します More...
|
|
_MIX_DLL_API Boolean | Mix::Geometry::IntersectRaySphere (const Mix::Vector3 &rayPos, const Mix::Vector3 &rayDir, const Mix::Geometry::Sphere &sphere, Float32 *pDist=NULL, Mix::Vector3 *pPos=NULL) |
| 光線と球が交差しているかどうかを判定します More...
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_MIX_DLL_API Boolean | Mix::Geometry::IntersectRayPlane (const Mix::Vector3 &rayPos, const Mix::Vector3 &rayDir, const Mix::Geometry::Plane &plane, Float32 *pDist=NULL, Mix::Vector3 *pPos=NULL) |
| 光線と平面が交差しているかどうかを判定します More...
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_MIX_DLL_API Boolean | Mix::Geometry::IntersectRayOBB (const Mix::Vector3 &rayPos, const Mix::Vector3 &rayDir, const Mix::Geometry::OBB &obb) |
| 光線とOBBが交差しているかどうかを判定します More...
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_MIX_DLL_API Boolean | Mix::Geometry::IntersectRayAABB (const Mix::Vector3 &rayPos, const Mix::Vector3 &rayDir, const Mix::Geometry::AABB &aabb, Float32 *pDist=NULL, Mix::Vector3 *pPos=NULL) |
| 光線とAABBが交差しているかどうかを判定します More...
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_MIX_DLL_API Boolean | Mix::Geometry::IntersectSegmentSphere (const Mix::Vector3 &p1, const Mix::Vector3 &p2, const Mix::Geometry::Sphere &sphere) |
| 線分と球が交差しているかどうかを判定します More...
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_MIX_DLL_API Boolean | Mix::Geometry::IntersectSegmentPlane (const Mix::Vector3 &p1, const Mix::Vector3 &p2, const Mix::Geometry::Plane &plane, Float32 *pDist=NULL, Mix::Vector3 *pPos=NULL) |
| 線分と平面が交差しているかどうかを判定します More...
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_MIX_DLL_API Boolean | Mix::Geometry::IntersectSegmentOBB (const Mix::Vector3 &p1, const Mix::Vector3 &p2, const Mix::Geometry::OBB &obb, Float32 *pDist=NULL, Mix::Vector3 *pPos=NULL) |
| 線分とOBBが交差しているかどうかを判定します More...
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_MIX_DLL_API Boolean | Mix::Geometry::IntersectSegmentAABB (const Mix::Vector3 &p1, const Mix::Vector3 &p2, const Mix::Geometry::AABB &aabb) |
| 線分とAABBが交差しているかどうかを判定します More...
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_MIX_DLL_API Mix::Graphics::IManager * | Mix::Graphics::GetManagerPtr (void) |
| マネージャのポインタを取得します More...
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_MIX_DLL_API Boolean | Mix::Graphics::GetManager (Mix::Graphics::IManager **ppManager) |
| マネージャを取得します More...
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_MIX_DLL_API Boolean | Mix::Graphics::Utility::CompileShaderFromFile (const wchar_t *pFilePath, Mix::Graphics::SHADER_MACRO *pMacros, const char *pFuncName, Mix::Graphics::SHADER_TARGET target, Mix::Memory::IBuffer **ppBuffer) |
| シェーダーをコンパイルします More...
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_MIX_DLL_API Boolean | Mix::Graphics::Utility::CompileShaderFromMemory (const wchar_t *pFilePath, const void *pSrc, UInt32 srcSize, Mix::Graphics::SHADER_MACRO *pMacros, const char *pFuncName, Mix::Graphics::SHADER_TARGET target, Mix::Memory::IBuffer **ppBuffer) |
| シェーダーをコンパイルします More...
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_MIX_DLL_API Mix::Point | Mix::Graphics::Utility::MeasureString (Mix::Graphics::Utility::IFont *pFont, const wchar_t *pStr) |
| 指定したフォントと文字列で描画した場合のサイズを計測します More...
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_MIX_DLL_API Mix::Sound::IManager * | Mix::Sound::GetManagerPtr (void) |
| マネージャのポインタを取得します More...
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_MIX_DLL_API Boolean | Mix::Sound::GetManager (Mix::Sound::IManager **ppManager) |
| マネージャを取得します More...
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_MIX_DLL_API Mix::Dynamics::IManager * | Mix::Dynamics::GetManagerPtr (void) |
| マネージャのポインタを取得します More...
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_MIX_DLL_API Boolean | Mix::Dynamics::GetManager (Mix::Dynamics::IManager **ppManager) |
| マネージャを取得します More...
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_MIX_DLL_API Boolean | Mix::Dynamics::TestRay (const Mix::Vector3 &rayFrom, const Mix::Vector3 &rayTo, const Mix::Dynamics::IObject *pReceiveObject, Mix::Dynamics::TEST_LOCAL_RESULT &result) |
| レイとオブジェクトの交差判定を行います More...
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_MIX_DLL_API Boolean | Mix::Dynamics::TestSweep (const Mix::Dynamics::IShape *pCastShape, const Mix::Vector3 &castShapeFromPos, const Mix::Vector3 &castShapeToPos, const Mix::Dynamics::IObject *pReceiveObject, Mix::Dynamics::TEST_LOCAL_RESULT &result) |
| スィープとオブジェクトの交差判定を行います More...
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_MIX_DLL_API Boolean | Mix::Dynamics::TestSweep (const Mix::Dynamics::IShape *pCastShape, const Mix::Quaternion &castShapeFromRot, const Mix::Vector3 &castShapeFromPos, const Mix::Quaternion &castShapeToRot, const Mix::Vector3 &castShapeToPos, const Mix::Dynamics::IObject *pReceiveObject, Mix::Dynamics::TEST_LOCAL_RESULT &result) |
| スィープとオブジェクトの交差判定を行います More...
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_MIX_DLL_API Mix::Scene::IManager * | Mix::Scene::GetManagerPtr (void) |
| マネージャのポインタを取得します More...
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_MIX_DLL_API Boolean | Mix::Scene::GetManager (Mix::Scene::IManager **ppManager) |
| マネージャを取得します More...
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_MIX_DLL_API Boolean | Mix::Initialize (const Mix::ENGINE_CONFIG &config) |
| Mixを初期化します More...
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_MIX_DLL_API void | Mix::Finalize (void) |
| Mixを終了します More...
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_MIX_DLL_API HINSTANCE | Mix::GetInstanceHandle (void) |
| インスタンスのハンドルを取得します More...
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_MIX_DLL_API Mix::IEngine * | Mix::GetEnginePtr (void) |
| エンジンのポインタを取得します More...
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_MIX_DLL_API Boolean | Mix::GetEngine (Mix::IEngine **ppEngine) |
| エンジンを取得します More...
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_MIX_DLL_API Int32 | Mix::Sign (Int32 value) |
| 整数の符号を取得します More...
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_MIX_DLL_API Float32 | Mix::SignF (Float32 value) |
| 浮動小数点の符号を取得します More...
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_MIX_DLL_API Float32 | Mix::SqrtF (const Float32 &value) |
| 浮動小数点の平方根を取得します More...
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_MIX_DLL_API Float32 | Mix::InvF (Float32 value) |
| 浮動小数点の逆数を取得します More...
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_MIX_DLL_API Float32 | Mix::InvSqrtF (Float32 value) |
| 浮動小数点の平方根の逆数を取得します More...
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_MIX_DLL_API void | Mix::InitRand (void) |
| 乱数を初期化します More...
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_MIX_DLL_API void | Mix::InitRand (UInt32 seed) |
| 乱数を初期化します More...
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_MIX_DLL_API void | Mix::InitRand (UInt32 *seeds, UInt32 numSeed) |
| 乱数を初期化します More...
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_MIX_DLL_API UInt32 | Mix::Rand (void) |
| 整数の乱数を取得します More...
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_MIX_DLL_API UInt32 | Mix::Rand (UInt32 maxRnd) |
| 整数の乱数を取得します More...
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_MIX_DLL_API UInt32 | Mix::Rand (UInt32 r0, UInt32 r1) |
| 整数の乱数を取得します More...
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_MIX_DLL_API Float32 | Mix::RandF (void) |
| 浮動小数点の乱数( 0.0f〜1.0f )を取得します More...
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_MIX_DLL_API Float32 | Mix::RandF (Float32 maxRnd) |
| 浮動小数点の乱数を取得します More...
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_MIX_DLL_API Float32 | Mix::RandF (Float32 r0, Float32 r1) |
| 浮動小数点の乱数を取得します More...
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_MIX_DLL_API Float32 | Mix::LerpF (Float32 a, Float32 b, Float32 t) |
| 浮動小数点の線形補間をします More...
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_MIX_DLL_API void | Mix::PlaneSpace (const Mix::Vector3 &n, Mix::Vector3 &p, Mix::Vector3 &q) |
| 指定されたベクトルから2本の垂直なベクトルを求めます More...
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_MIX_DLL_API Mix::Quaternion | Mix::ShortestArc (const Mix::Vector3 &v0, const Mix::Vector3 &v1) |
| 指定された直行する2本のベクトルから最短の回転を求めます More...
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_MIX_DLL_API Mix::Vector3 | Mix::Project (const Mix::Matrix4x4 &viewMat, const Mix::Matrix4x4 &projMat, const Mix::Vector3 &worldPos, const Mix::Vector2 &screenSize) |
| ワールド座標をスクリーン座標へ変換します More...
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_MIX_DLL_API Mix::Vector3 | Mix::Unproject (const Mix::Matrix4x4 &viewMat, const Mix::Matrix4x4 &projMat, const Mix::Vector3 &screenPos, const Mix::Vector2 &screenSize) |
| スクリーン座標をワールド座標へ変換します More...
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