_constructor([p0 [, p1 [, p2 [, p3 [, p4 [, p5]]]]]]) |
[ESMF] Box new Box([ vec3,width,height,depth | x,y,z,width,height,depth | Box]) |
contains(p0 [, p1 [, p2]]) |
[ESMF] bool E_Box.contains( (x,y,z)|vec3|E_Box ) |
getBoundingSphereRadius() |
[ESMF] Number E_Box.getBoundingSphereRadius() |
getCenter() |
[ESMF] Vec3 E_Box.getCenter( ) |
getCorner(p0) |
[ESMF] number E_Box.getCorner( Number CornerNumber ) |
getDiameter() |
[ESMF] number E_Box.getDiameter( ) |
getDistance(p0) |
[ESMF] float E_Box.getDistance( Vec3 ) |
getDistanceSquared(p0) |
[ESMF] float E_Box.getDistanceSquared( Vec3 ) |
getExtentMax() |
[ESMF] number E_Box.getExtentMax( ) |
getExtentMin() |
[ESMF] number E_Box.getExtentMin( ) |
getExtentX() |
[ESMF] float E_Box.getExtentX( ) |
getExtentY() |
[ESMF] float E_Box.getExtentY( ) |
getExtentZ() |
[ESMF] float E_Box.getExtentZ( ) |
getIntersection(p0) |
[ESMF] Box E_Box.getIntersection( Box ) |
getMax() |
[ESMF] Vec3 E_Box.getMax( ) |
getMaxX() |
[ESMF] float E_Box.getMaxX( ) |
getMaxY() |
[ESMF] float E_Box.getMaxY( ) |
getMaxZ() |
[ESMF] float E_Box.getMaxZ( ) |
getMin() |
[ESMF] Vec3 E_Box.getMin( ) |
getMinX() |
[ESMF] float E_Box.getMinX( ) |
getMinY() |
[ESMF] float E_Box.getMinY( ) |
getMinZ() |
[ESMF] float E_Box.getMinZ( ) |
getVolume() |
[ESMF] float E_Box.getVolume( ) |
include(p0) |
[ESMF] self E_Box.include(Box|vec3 ) |
intersects(p0) |
[ESMF] bool E_Box.intersects( E_Box ) |
invalidate() |
[ESMF] self E_Box.invalidate( ) |
isInvalid() |
[ESMF] Bool E_Box.isInvalid( ) |
isValid() |
[ESMF] Bool E_Box.isValid( ) |
resizeAbs(p0 [, p1 [, p2]]) |
[ESMF] self E_Box.resizeAbs( float x [, float y, float z] ) |
resizeRel(p0 [, p1 [, p2]]) |
[ESMF] self E_Box.resizeRel( float x [, float y, float z] ) |
setMaxX(p0) |
[ESMF] self E_Box.setMaxX( float v ) |
setMaxY(p0) |
[ESMF] self E_Box.setMaxY( float v ) |
setMaxZ(p0) |
[ESMF] self E_Box.setMaxZ( float v ) |
setMinX(p0) |
[ESMF] self E_Box.setMinX( float v ) |
setMinY(p0) |
[ESMF] self E_Box.setMinY( float v ) |
setMinZ(p0) |
[ESMF] self E_Box.setMinZ( float v ) |
setValue([p0 [, p1 [, p2 [, p3 [, p4 [, p5]]]]]]) |
[ESMF] self Box.setValue([ vec3,width,height,depth | x,y,z,width,height,depth | Box]) |
splitUp(p0, p1, p2) |
[ESMF] self E_Box.splitUp( int partsX, int partsY, int partsZ ) |
transform(p0) |
[ESMF] self E_Box.transform( E_Matrix4x4 transMat ) |
translate(p0) |
[ESMF] self E_Box.translate( E_Vec3 ) |