Castle Game EngineIntroduction Units Class Hierarchy Classes, Interfaces, Objects and Records Types Variables Constants Functions and Procedures Identifiers
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Class TVector2List
Unit
CastleVectors
Declaration
type TVector2List = class(specialize TStructList<TVector2>)
Description
List of TVector2.
Hierarchy
Overview
Methods
Description
Methods
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function MinMax(out Min, Max: TVector2): boolean; |
Calculate minimum and maximum values for both dimensions of this set of points. Returns False when Count = 0.
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procedure AssignLerp(const Fraction: Single; V1, V2: TVector2List; Index1, Index2, ACount: Integer); overload; |
Assign linear interpolation between two other vector arrays. We take ACount items, from V1[Index1 ... Index1 + ACount - 1] and V2[Index2 ... Index2 + ACount - 1], and interpolate between them like normal Lerp functions.
It's Ok for both V1 and V2 to be the same objects. But their ranges should not overlap, for future optimizations (although it's Ok for current implementation).
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procedure AssignLerp(const Fraction: Single; const V1, V2: TVector2List); overload; |
Assign linear interpolation between two other vector arrays.
Exceptions raised
- EListsDifferentCount
- If V1 and V2 have different count.
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procedure AddSubRange(const Source: TVector2List; Index, AddCount: Integer); |
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procedure AddListRange(const Source: TVector2List; Index, AddCount: Integer); deprecated 'use AddSubRange'; |
Warning: this symbol is deprecated: use AddSubRange |
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function Equals(SecondValue: TObject): boolean; override; |
Does the SecondValue have equal length and content. The values are compared with an Epsilon tolerance, as usual for floating-point values.
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function PerfectlyEquals(SecondValue: TObject): boolean; |
Does the SecondValue have equal length and content. The values are compared perfectly, without any tolerance for difference.
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