UniDx
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UniDx 名前空間

名前空間

namespace  Debug

クラス

struct  Keyframe
class  AnimationCurve
class  Behaviour
 GameObjectの挙動を記述する基底コンポーネント。UnityのMonoBehaviour相当 [詳解]
struct  BoneMat3x4
 3x4 の列ベクトル(行列×ベクトル)行優先(最初の行から順番)行列 [詳解]
struct  Bounds
class  Camera
class  Canvas
class  Collider
class  AABBCollider
class  SphereCollider
struct  ContactPoint
struct  Collision
struct  RaycastHit
class  Component
 GameObjectにアタッチして機能を追加する基本クラス [詳解]
struct  ConstantBufferPerCamera
struct  ConstantBufferPerObject
struct  ConstantBufferSkinPerObject
struct  ConstantBufferPerMaterial
struct  ConstantBufferLightPerFrame
struct  PointLightBuffer
struct  SpotLightBuffer
struct  ConstantBufferLightPerObject
class  D3DManager
 DirectXの3D描画機能を提供する [詳解]
class  Font
struct  MemberFunc
 メンバー関数オブジェクト コンパイル時に型を指定するので高速 [詳解]
struct  MemberAction
 戻り値のないメンバー関数オブジェクト コンパイル時に型を指定するので高速 [詳解]
class  GameObject
 キャラクターや背景カメラなどの基礎となるオブジェクト [詳解]
class  GltfModel
 glTF形式(.glb)のモデルデータを読み込んでレンダラーを生成するコンポーネント [詳解]
class  Image
class  Input
class  Light
struct  GPULight
class  LightManager
class  Material
struct  Vector2
 2D ベクトル [詳解]
struct  Vector3
 3D ベクトル [詳解]
struct  Vector4
 4D ベクトル [詳解]
struct  Quaternion
 クォータニオン (回転表現) [詳解]
struct  Color
 色 (RGBA, float) [詳解]
struct  Matrix4x4
 4x4 行列 (行ベクトル行優先) [詳解]
struct  SubMesh
struct  OwnedSubMesh
class  Mesh
class  Object
struct  Contact
struct  ContactManifold
class  PhysicsActor
class  PhysicsShape
class  Physics
class  PlayerLoop
 フレームワーク全体のループ処理を行うクラス。 Unityでは実行リストが作られるが、簡略化のため、全てのGameObjectとComponentを巡回して実行する。 [詳解]
class  CubeRenderer
class  SphereRenderer
class  ReadOnlyProperty
 読み取り専用プロパティ [詳解]
class  ReadOnlyProperty< T * >
 読み取り専用プロパティポインタ版 [詳解]
class  Property
 読み書きプロパティ [詳解]
class  Random
class  Renderer
 3D描画を行う基本コンポーネント [詳解]
class  MeshRenderer
 メッシュ用のレンダラーコンポーネント [詳解]
class  Rigidbody
class  Scene
class  SceneManager
struct  VertexP
struct  VertexPN
struct  VertexPT
struct  VertexPC
struct  VertexPTC
struct  VertexPNT
struct  VertexPNC
struct  ShaderVarLayout
class  Shader
 シェーダーをコンパイルしてマテリアルの変数レイアウトを保持する [詳解]
class  Singleton
 シングルトンテンプレート。 明示的な create と destroy が必要 [詳解]
struct  SkinInstance
struct  VertexSkin
struct  SkinnedSubMesh
class  SkinnedMeshRenderer
 メッシュ用のレンダラーコンポーネント [詳解]
struct  Sphere
class  StringId
 インターンプールに貯めて使う文字列 高速に比較できる [詳解]
class  InternPool
 文字列を貯めるインターンプール [詳解]
class  TextMesh
class  Texture
class  Time
class  Transform
 GameObjectの位置、回転、スケールを扱い、階層構造を実現するクラス GameObjectに必ず1つアタッチされている [詳解]
class  UIBehaviour

列挙型

enum  CbSlot : uint8_t {
  CB_UserStart = 0 , CB_User0 = CB_UserStart , CB_User1 = CB_UserStart + 1 , CB_User2 = CB_UserStart + 2 ,
  CB_User3 = CB_UserStart + 3 , CB_PerCamera = 8 , CB_PerObject = 9 , CB_PerMaterial = 10 ,
  CB_LightPerFrame = 11 , CB_LightPerObject = 12
}
enum  LightType { LightType_Spot , LightType_Directional , LightType_Point }
enum  BlendMode { BlendMode_Opaque , BlendMode_Alpha , BlendMode_PremultipliedAlpha , BlendMode_Additive }
enum  RenderingMode { RenderingMode_Opaque , RenderingMode_Transparent }

関数

void Destroy (Component *component)
 コンポーネントを破棄 実際に削除されるタイミングはフレームの終了時
void Destroy (GameObject *gameObject)
 GameObjectを破棄
float getLightIntensity (Vector3 position, const PointLightBuffer &light)
float getLightIntensity (Vector3 position, const SpotLightBuffer &light)
template<typename T>
void addSort (vector< T > &valueVec, vector< float > &compVec, float comp)
u8string ToUtf8 (std::wstring_view wstr)
 utf8文字列へ変換
std::wstring ToUtf16 (u8string_view str)
template<class C, class R, class... Args>
MemberFunc< C, R, Args... > MakeMemberFunc (C *obj, R(C::*func)(Args...))
template<class C, class... Args>
MemberAction< C, Args... > MakeMemberAction (C *obj, void(C::*func)(Args...))
Vector2 Min (const Vector2 &v1, const Vector2 &v2) noexcept
Vector2 Max (const Vector2 &v1, const Vector2 &v2) noexcept
constexpr float Dot (const Vector3 &v1, const Vector3 &v2) noexcept
 ベクトルの内積
Vector3 Cross (const Vector3 &v1, const Vector3 &v2) noexcept
 ベクトルの外積
Vector3 Min (const Vector3 &v1, const Vector3 &v2) noexcept
Vector3 Max (const Vector3 &v1, const Vector3 &v2) noexcept
float Distance (const Vector3 &v1, const Vector3 &v2) noexcept
 2点間の距離
float SqrDistance (const Vector3 &v1, const Vector3 &v2) noexcept
 2点間の二乗距離
Vector4 Min (const Vector4 &v1, const Vector4 &v2) noexcept
Vector4 Max (const Vector4 &v1, const Vector4 &v2) noexcept
Quaternion Inverse (const Quaternion &from) noexcept
 クォータニオンの逆
constexpr Vector3 operator+ (const Vector3 &a, const Vector3 &b) noexcept
constexpr Vector3 operator- (const Vector3 &a, const Vector3 &b) noexcept
constexpr Vector3 operator* (const Vector3 &a, const Vector3 &b) noexcept
constexpr Vector3 operator/ (const Vector3 &a, const Vector3 &b) noexcept
constexpr Vector3 operator* (const Vector3 &v, float s) noexcept
constexpr Vector3 operator* (float s, const Vector3 &v) noexcept
constexpr Vector3 operator/ (const Vector3 &v, float s) noexcept
Vector3operator+= (Vector3 &a, const Vector3 &b) noexcept
Vector3operator-= (Vector3 &a, const Vector3 &b) noexcept
Vector3operator*= (Vector3 &a, const Vector3 &b) noexcept
Vector3operator/= (Vector3 &a, const Vector3 &b) noexcept
Vector3operator*= (Vector3 &v, float s) noexcept
Vector3operator/= (Vector3 &v, float s) noexcept
constexpr bool operator== (const Vector3 &a, const Vector3 &b) noexcept
constexpr bool operator!= (const Vector3 &a, const Vector3 &b) noexcept
constexpr Vector2 operator+ (const Vector2 &a, const Vector2 &b) noexcept
constexpr Vector2 operator- (const Vector2 &a, const Vector2 &b) noexcept
constexpr Vector2 operator* (const Vector2 &a, const Vector2 &b) noexcept
constexpr Vector2 operator/ (const Vector2 &a, const Vector2 &b) noexcept
constexpr Vector2 operator* (const Vector2 &v, float s) noexcept
constexpr Vector2 operator* (float s, const Vector2 &v) noexcept
constexpr Vector2 operator/ (const Vector2 &v, float s) noexcept
Vector2operator+= (Vector2 &a, const Vector2 &b) noexcept
Vector2operator-= (Vector2 &a, const Vector2 &b) noexcept
Vector2operator*= (Vector2 &a, const Vector2 &b) noexcept
Vector2operator/= (Vector2 &a, const Vector2 &b) noexcept
Vector2operator*= (Vector2 &v, float s) noexcept
Vector2operator/= (Vector2 &v, float s) noexcept
constexpr bool operator== (const Vector2 &a, const Vector2 &b) noexcept
constexpr bool operator!= (const Vector2 &a, const Vector2 &b) noexcept
constexpr Quaternion operator+ (const Quaternion &a, const Quaternion &b) noexcept
constexpr Quaternion operator- (const Quaternion &a, const Quaternion &b) noexcept
constexpr Quaternion operator* (const Quaternion &q, float s) noexcept
constexpr Quaternion operator* (float s, const Quaternion &q) noexcept
constexpr Quaternion operator/ (const Quaternion &q, float s) noexcept
Quaternionoperator+= (Quaternion &a, const Quaternion &b) noexcept
Quaternionoperator-= (Quaternion &a, const Quaternion &b) noexcept
Quaternionoperator*= (Quaternion &q, float s) noexcept
Quaternionoperator/= (Quaternion &q, float s) noexcept
bool operator== (const Quaternion &a, const Quaternion &b) noexcept
bool operator!= (const Quaternion &a, const Quaternion &b) noexcept
Quaternion operator* (const Quaternion &a, const Quaternion &b) noexcept
Vector3 operator* (const DirectX::XMFLOAT3 &v, const Quaternion &q) noexcept
Color operator+ (const Color &a, const Color &b) noexcept
Color operator- (const Color &a, const Color &b) noexcept
Color operator* (const Color &a, const Color &b) noexcept
Color operator* (const Color &c, float s) noexcept
Color operator* (float s, const Color &c) noexcept
Color operator/ (const Color &c, float s) noexcept
Coloroperator+= (Color &a, const Color &b) noexcept
Coloroperator-= (Color &a, const Color &b) noexcept
Coloroperator*= (Color &a, float s) noexcept
bool operator== (const Color &a, const Color &b) noexcept
bool operator!= (const Color &a, const Color &b) noexcept
Matrix4x4 operator* (const Matrix4x4 &a, const Matrix4x4 &b) noexcept
Matrix4x4operator*= (Matrix4x4 &a, const Matrix4x4 &b) noexcept
bool operator== (const Matrix4x4 &a, const Matrix4x4 &b) noexcept
bool operator!= (const Matrix4x4 &a, const Matrix4x4 &b) noexcept
Vector3 operator* (const DirectX::XMFLOAT3 &v, const Matrix4x4 &m) noexcept
u8string ToString (const Vector2 &v)
 各型の文字列化
u8string ToString (const Vector3 &v)
u8string ToString (const Vector4 &v)
u8string ToString (const Color &v)
u8string ToString (const Quaternion &v)
template<typename T>
u8string ToString (const ReadOnlyProperty< T > &v)
template<typename T>
u8string ToString (const Property< T > &v)
u8string ToString (StringId s)
std::wstring ToUtf16 (std::u8string_view str)
 utf16文字列へ変換
std::string str (std::u8string_view u8)
 stringへ変換
template<typename T>
u8string ToString (const T &v)
u8string ToString (const char8_t *v)
u8string ToString (const std::wstring &v)
u8string ToString (const std::wstring_view &v)
u8string ToString (const std::u8string &v)
u8string ToString (const std::u8string_view &v)
u8string ToString (const char *v)
u8string ToString (const std::string &v)
u8string ToString (const DirectX::XMFLOAT2 &v)
u8string ToString (const DirectX::XMFLOAT3 &v)
u8string ToString (const DirectX::XMFLOAT4 &v)

変数

constexpr int SkinMeshBoneMax = 256
constexpr float PI = 3.141592654f
 円周率 (float)
constexpr float Deg2Rad = PI / 180.0f
 度 -> ラジアン変換係数
constexpr float Rad2Deg = 180.0f / PI
 ラジアン -> 度変換係数
template<class T>
std::unique_ptr< T > Singleton< T >::instance_ = nullptr
constexpr int WeightMax = 4

列挙型詳解

◆ BlendMode

列挙値
BlendMode_Opaque 
BlendMode_Alpha 
BlendMode_PremultipliedAlpha 
BlendMode_Additive 

◆ CbSlot

enum UniDx::CbSlot : uint8_t
列挙値
CB_UserStart 
CB_User0 
CB_User1 
CB_User2 
CB_User3 
CB_PerCamera 
CB_PerObject 
CB_PerMaterial 
CB_LightPerFrame 
CB_LightPerObject 

◆ LightType

列挙値
LightType_Spot 
LightType_Directional 
LightType_Point 

◆ RenderingMode

列挙値
RenderingMode_Opaque 
RenderingMode_Transparent 

関数詳解

◆ addSort()

template<typename T>
void UniDx::addSort ( vector< T > & valueVec,
vector< float > & compVec,
float comp )

◆ Cross()

Vector3 UniDx::Cross ( const Vector3 & v1,
const Vector3 & v2 )
inlinenodiscardnoexcept

ベクトルの外積

◆ Destroy() [1/2]

void UniDx::Destroy ( Component * component)

コンポーネントを破棄 実際に削除されるタイミングはフレームの終了時

◆ Destroy() [2/2]

void UniDx::Destroy ( GameObject * gameObject)

GameObjectを破棄

◆ Distance()

float UniDx::Distance ( const Vector3 & v1,
const Vector3 & v2 )
inlinenoexcept

2点間の距離

◆ Dot()

float UniDx::Dot ( const Vector3 & v1,
const Vector3 & v2 )
inlinenodiscardconstexprnoexcept

ベクトルの内積

◆ getLightIntensity() [1/2]

float UniDx::getLightIntensity ( Vector3 position,
const PointLightBuffer & light )

◆ getLightIntensity() [2/2]

float UniDx::getLightIntensity ( Vector3 position,
const SpotLightBuffer & light )

◆ Inverse()

Quaternion UniDx::Inverse ( const Quaternion & from)
inlinenodiscardnoexcept

クォータニオンの逆

◆ MakeMemberAction()

template<class C, class... Args>
MemberAction< C, Args... > UniDx::MakeMemberAction ( C * obj,
void(C::* func )(Args...) )

◆ MakeMemberFunc()

template<class C, class R, class... Args>
MemberFunc< C, R, Args... > UniDx::MakeMemberFunc ( C * obj,
R(C::* func )(Args...) )

◆ Max() [1/3]

Vector2 UniDx::Max ( const Vector2 & v1,
const Vector2 & v2 )
inlinenodiscardnoexcept

◆ Max() [2/3]

Vector3 UniDx::Max ( const Vector3 & v1,
const Vector3 & v2 )
inlinenodiscardnoexcept

◆ Max() [3/3]

Vector4 UniDx::Max ( const Vector4 & v1,
const Vector4 & v2 )
inlinenodiscardnoexcept

◆ Min() [1/3]

Vector2 UniDx::Min ( const Vector2 & v1,
const Vector2 & v2 )
inlinenodiscardnoexcept

◆ Min() [2/3]

Vector3 UniDx::Min ( const Vector3 & v1,
const Vector3 & v2 )
inlinenodiscardnoexcept

◆ Min() [3/3]

Vector4 UniDx::Min ( const Vector4 & v1,
const Vector4 & v2 )
inlinenodiscardnoexcept

◆ operator!=() [1/5]

bool UniDx::operator!= ( const Color & a,
const Color & b )
inlinenoexcept

◆ operator!=() [2/5]

bool UniDx::operator!= ( const Matrix4x4 & a,
const Matrix4x4 & b )
inlinenoexcept

◆ operator!=() [3/5]

bool UniDx::operator!= ( const Quaternion & a,
const Quaternion & b )
inlinenoexcept

◆ operator!=() [4/5]

bool UniDx::operator!= ( const Vector2 & a,
const Vector2 & b )
inlineconstexprnoexcept

◆ operator!=() [5/5]

bool UniDx::operator!= ( const Vector3 & a,
const Vector3 & b )
inlineconstexprnoexcept

◆ operator*() [1/15]

Color UniDx::operator* ( const Color & a,
const Color & b )
inlinenoexcept

◆ operator*() [2/15]

Color UniDx::operator* ( const Color & c,
float s )
inlinenoexcept

◆ operator*() [3/15]

Vector3 UniDx::operator* ( const DirectX::XMFLOAT3 & v,
const Matrix4x4 & m )
inlinenoexcept

◆ operator*() [4/15]

Vector3 UniDx::operator* ( const DirectX::XMFLOAT3 & v,
const Quaternion & q )
inlinenoexcept

◆ operator*() [5/15]

Matrix4x4 UniDx::operator* ( const Matrix4x4 & a,
const Matrix4x4 & b )
inlinenoexcept

◆ operator*() [6/15]

Quaternion UniDx::operator* ( const Quaternion & a,
const Quaternion & b )
inlinenoexcept

◆ operator*() [7/15]

Quaternion UniDx::operator* ( const Quaternion & q,
float s )
inlineconstexprnoexcept

◆ operator*() [8/15]

Vector2 UniDx::operator* ( const Vector2 & a,
const Vector2 & b )
inlineconstexprnoexcept

◆ operator*() [9/15]

Vector2 UniDx::operator* ( const Vector2 & v,
float s )
inlineconstexprnoexcept

◆ operator*() [10/15]

Vector3 UniDx::operator* ( const Vector3 & a,
const Vector3 & b )
inlineconstexprnoexcept

◆ operator*() [11/15]

Vector3 UniDx::operator* ( const Vector3 & v,
float s )
inlineconstexprnoexcept

◆ operator*() [12/15]

Color UniDx::operator* ( float s,
const Color & c )
inlinenoexcept

◆ operator*() [13/15]

Quaternion UniDx::operator* ( float s,
const Quaternion & q )
inlineconstexprnoexcept

◆ operator*() [14/15]

Vector2 UniDx::operator* ( float s,
const Vector2 & v )
inlineconstexprnoexcept

◆ operator*() [15/15]

Vector3 UniDx::operator* ( float s,
const Vector3 & v )
inlineconstexprnoexcept

◆ operator*=() [1/7]

Color & UniDx::operator*= ( Color & a,
float s )
inlinenoexcept

◆ operator*=() [2/7]

Matrix4x4 & UniDx::operator*= ( Matrix4x4 & a,
const Matrix4x4 & b )
inlinenoexcept

◆ operator*=() [3/7]

Quaternion & UniDx::operator*= ( Quaternion & q,
float s )
inlinenoexcept

◆ operator*=() [4/7]

Vector2 & UniDx::operator*= ( Vector2 & a,
const Vector2 & b )
inlinenoexcept

◆ operator*=() [5/7]

Vector2 & UniDx::operator*= ( Vector2 & v,
float s )
inlinenoexcept

◆ operator*=() [6/7]

Vector3 & UniDx::operator*= ( Vector3 & a,
const Vector3 & b )
inlinenoexcept

◆ operator*=() [7/7]

Vector3 & UniDx::operator*= ( Vector3 & v,
float s )
inlinenoexcept

◆ operator+() [1/4]

Color UniDx::operator+ ( const Color & a,
const Color & b )
inlinenoexcept

◆ operator+() [2/4]

Quaternion UniDx::operator+ ( const Quaternion & a,
const Quaternion & b )
inlineconstexprnoexcept

◆ operator+() [3/4]

Vector2 UniDx::operator+ ( const Vector2 & a,
const Vector2 & b )
inlineconstexprnoexcept

◆ operator+() [4/4]

Vector3 UniDx::operator+ ( const Vector3 & a,
const Vector3 & b )
inlineconstexprnoexcept

◆ operator+=() [1/4]

Color & UniDx::operator+= ( Color & a,
const Color & b )
inlinenoexcept

◆ operator+=() [2/4]

Quaternion & UniDx::operator+= ( Quaternion & a,
const Quaternion & b )
inlinenoexcept

◆ operator+=() [3/4]

Vector2 & UniDx::operator+= ( Vector2 & a,
const Vector2 & b )
inlinenoexcept

◆ operator+=() [4/4]

Vector3 & UniDx::operator+= ( Vector3 & a,
const Vector3 & b )
inlinenoexcept

◆ operator-() [1/4]

Color UniDx::operator- ( const Color & a,
const Color & b )
inlinenoexcept

◆ operator-() [2/4]

Quaternion UniDx::operator- ( const Quaternion & a,
const Quaternion & b )
inlineconstexprnoexcept

◆ operator-() [3/4]

Vector2 UniDx::operator- ( const Vector2 & a,
const Vector2 & b )
inlineconstexprnoexcept

◆ operator-() [4/4]

Vector3 UniDx::operator- ( const Vector3 & a,
const Vector3 & b )
inlineconstexprnoexcept

◆ operator-=() [1/4]

Color & UniDx::operator-= ( Color & a,
const Color & b )
inlinenoexcept

◆ operator-=() [2/4]

Quaternion & UniDx::operator-= ( Quaternion & a,
const Quaternion & b )
inlinenoexcept

◆ operator-=() [3/4]

Vector2 & UniDx::operator-= ( Vector2 & a,
const Vector2 & b )
inlinenoexcept

◆ operator-=() [4/4]

Vector3 & UniDx::operator-= ( Vector3 & a,
const Vector3 & b )
inlinenoexcept

◆ operator/() [1/6]

Color UniDx::operator/ ( const Color & c,
float s )
inlinenoexcept

◆ operator/() [2/6]

Quaternion UniDx::operator/ ( const Quaternion & q,
float s )
inlineconstexprnoexcept

◆ operator/() [3/6]

Vector2 UniDx::operator/ ( const Vector2 & a,
const Vector2 & b )
inlineconstexprnoexcept

◆ operator/() [4/6]

Vector2 UniDx::operator/ ( const Vector2 & v,
float s )
inlineconstexprnoexcept

◆ operator/() [5/6]

Vector3 UniDx::operator/ ( const Vector3 & a,
const Vector3 & b )
inlineconstexprnoexcept

◆ operator/() [6/6]

Vector3 UniDx::operator/ ( const Vector3 & v,
float s )
inlineconstexprnoexcept

◆ operator/=() [1/5]

Quaternion & UniDx::operator/= ( Quaternion & q,
float s )
inlinenoexcept

◆ operator/=() [2/5]

Vector2 & UniDx::operator/= ( Vector2 & a,
const Vector2 & b )
inlinenoexcept

◆ operator/=() [3/5]

Vector2 & UniDx::operator/= ( Vector2 & v,
float s )
inlinenoexcept

◆ operator/=() [4/5]

Vector3 & UniDx::operator/= ( Vector3 & a,
const Vector3 & b )
inlinenoexcept

◆ operator/=() [5/5]

Vector3 & UniDx::operator/= ( Vector3 & v,
float s )
inlinenoexcept

◆ operator==() [1/5]

bool UniDx::operator== ( const Color & a,
const Color & b )
inlinenoexcept

◆ operator==() [2/5]

bool UniDx::operator== ( const Matrix4x4 & a,
const Matrix4x4 & b )
inlinenoexcept

◆ operator==() [3/5]

bool UniDx::operator== ( const Quaternion & a,
const Quaternion & b )
inlinenoexcept

◆ operator==() [4/5]

bool UniDx::operator== ( const Vector2 & a,
const Vector2 & b )
inlineconstexprnoexcept

◆ operator==() [5/5]

bool UniDx::operator== ( const Vector3 & a,
const Vector3 & b )
inlineconstexprnoexcept

◆ SqrDistance()

float UniDx::SqrDistance ( const Vector3 & v1,
const Vector3 & v2 )
inlinenoexcept

2点間の二乗距離

◆ str()

std::string UniDx::str ( std::u8string_view u8)
inline

stringへ変換

◆ ToString() [1/19]

u8string UniDx::ToString ( const char * v)
inline

◆ ToString() [2/19]

u8string UniDx::ToString ( const char8_t * v)
inline

◆ ToString() [3/19]

u8string UniDx::ToString ( const Color & v)
inline

◆ ToString() [4/19]

u8string UniDx::ToString ( const DirectX::XMFLOAT2 & v)
inline

◆ ToString() [5/19]

u8string UniDx::ToString ( const DirectX::XMFLOAT3 & v)
inline

◆ ToString() [6/19]

u8string UniDx::ToString ( const DirectX::XMFLOAT4 & v)
inline

◆ ToString() [7/19]

template<typename T>
u8string UniDx::ToString ( const Property< T > & v)
inline

◆ ToString() [8/19]

u8string UniDx::ToString ( const Quaternion & v)
inline

◆ ToString() [9/19]

template<typename T>
u8string UniDx::ToString ( const ReadOnlyProperty< T > & v)
inline

◆ ToString() [10/19]

u8string UniDx::ToString ( const std::string & v)
inline

◆ ToString() [11/19]

u8string UniDx::ToString ( const std::u8string & v)
inline

◆ ToString() [12/19]

u8string UniDx::ToString ( const std::u8string_view & v)
inline

◆ ToString() [13/19]

u8string UniDx::ToString ( const std::wstring & v)
inline

◆ ToString() [14/19]

u8string UniDx::ToString ( const std::wstring_view & v)
inline

◆ ToString() [15/19]

template<typename T>
u8string UniDx::ToString ( const T & v)
inline

◆ ToString() [16/19]

u8string UniDx::ToString ( const Vector2 & v)
inline

各型の文字列化

◆ ToString() [17/19]

u8string UniDx::ToString ( const Vector3 & v)
inline

◆ ToString() [18/19]

u8string UniDx::ToString ( const Vector4 & v)
inline

◆ ToString() [19/19]

u8string UniDx::ToString ( StringId s)
inline

◆ ToUtf16() [1/2]

std::wstring UniDx::ToUtf16 ( std::u8string_view str)

utf16文字列へ変換

◆ ToUtf16() [2/2]

std::wstring UniDx::ToUtf16 ( u8string_view str)

◆ ToUtf8()

u8string UniDx::ToUtf8 ( std::wstring_view wstr)

utf8文字列へ変換

変数詳解

◆ Deg2Rad

float UniDx::Deg2Rad = PI / 180.0f
constexpr

度 -> ラジアン変換係数

◆ PI

float UniDx::PI = 3.141592654f
constexpr

円周率 (float)

◆ Rad2Deg

float UniDx::Rad2Deg = 180.0f / PI
constexpr

ラジアン -> 度変換係数

◆ Singleton< T >::instance_

template<class T>
std::unique_ptr<T> UniDx::Singleton< T >::instance_ = nullptr
inline

◆ SkinMeshBoneMax

int UniDx::SkinMeshBoneMax = 256
constexpr

◆ WeightMax

int UniDx::WeightMax = 4
constexpr