Color |
Represents a color using 4 floats (rgba), with 0-1 range.
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Angles |
Euler angles. Unlike a <see cref="T:Rotation">Rotation</see>, Euler angles can represent multiple revolutions (rotations) around an axis,
but suffer from issues like gimbal lock and lack of a defined "up" vector. Use <see cref="T:Rotation">Rotation</see> for most cases.
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BBox |
An Axis Aligned Bounding Box.
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Capsule |
A capsule object, defined by 2 points and a radius. A capsule is a cylinder with round ends (inset half spheres on each end).
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Line |
Represents a line in 3D space.
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Matrix |
Represents a 4x4 matrix.
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Ray |
A struct describing an origin and direction
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Rotation |
Represents a Quaternion rotation. Can be interpreted as a direction unit vector (x,y,z) + rotation around the direction vector (w) which represents the up direction.
Unlike Angles, this cannot store multiple revolutions around an axis.
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Transform |
A struct containing a position, rotation and scale. This is commonly used in engine to describe
entity position, bone position and scene object position.
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Vector2 |
A 2-dimensional vector. Typically represents a position or size in 2D space.
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Vector3 |
A point in 3D space.
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Vector4 |
A 4-dimensional vector/point.
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Sandbox.Curve |
Describes a curve, which can have multiple key frames.
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Sandbox.Frustum |
Represents a frustum.
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Sandbox.Gradient |
Describes a gradient between multiple colors
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Sandbox.Plane |
Represents a plane.
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Sandbox.Rect |
Represents a rectangle.
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Sandbox.Sphere |
Represents a sphere.
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Sandbox.Triangle |
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