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Math
The following datatypes are representing mathematical structures used in linear algebra.
Representing an n-dimensional Vector.
MVector |
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+Values: list |
Detailed description of available parameters/functions:
Parameter Name | Required | Description |
---|---|---|
Values | yes | List of values |
Representing a three-dimensional vector in Cartesian space.
MVector3 |
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+X: double +Y: double +Z: double |
Detailed description of available parameters:
Parameter Name | Required | Description |
---|---|---|
X | x | The Cartesian X coordinate (Right axis). |
Y | x | The Cartesian Y coordinate (Forward axis). |
Z | x | The Cartesian Z coordinate (Up axis). |
Representing a two-dimensional vector in Cartesian space. Usually considered to be in right and forward direction, but this is no necessary requirement.
MVector2 |
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+X: double +Y: double +Z: double |
Detailed description of available parameters/functions:
Parameter Name | Required | Description |
---|---|---|
X | x | The Cartesian X coordinate (Right axis). |
Y | x | The Cartesian Y coordinate (Forward axis). |
A data structure representing a Quaternion. It is used to describe rotational information in three-dimensional Cartesian space.
MQuaternion |
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+X: double +Y: double +Z: double +W: double |
Detailed description of available parameters:
Parameter Name | Required | Description |
---|---|---|
X | x | The X component of the quaternion. |
Y | x | The Y component of the quaternion. |
Z | x | The Z component of the quaternion. |
W | x | The W component of the quaternion. |
The MTransform class is relevant for describing the absolute location and hierarchy of a specific object. The overall concept is strongly inspired by the Computer Graphics domain and is widely used in Gaming Engines such as Unity or Unreal. It is representing an affine transformation in cartesian space relative to a parent transform.
MTransform |
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+ID: string +Position: MVector3 +Rotation: MQuaternion +Parent: string |
Detailed description of available parameters:
Parameter Name | Required | Description |
---|---|---|
ID | x | The id of the transform (linked to the MSceneObject) |
Position | x | The specified position (Cartesian) represented as MVector3 to simplify the usage. |
Rotation | x | The specified rotation (Quaternion), represented as MQuaternion to simplify the usage. |
Parent | The id of the parent transform/object. |
MCoordinateSystemType |
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+Global +Local |
Detailed description of available parameters/functions:
Parameter Name | Required | Description |
---|---|---|
Global | ||
Local |
- What is the MOSIM Framework?
- Components of the Framework
- Repository Structure
- RPCs with Apache Thrift
- Setting up the MMI-Environment
- MMU Development
- Target Engine Integration
- Integration in Unity
- Integration in UE4
- Integration in 3rd Party Engines
- Service Development
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Intermediate Skeleton & Retargeting
- Concept of the Intermediate Skeleton
- Retargeting Service and Configurator
- Retargeting in Unity
- Retargeting in UE4
- Constraints