Create float3 from X, Y and Z values. The x. The y. The z. float3
| 276 | /// <param name="z">The z.</param> |
| 277 | /// <returns>float3</returns> |
| 278 | static ShaderGraphValue Float3(const ShaderGraphValue& x, const ShaderGraphValue& y, const ShaderGraphValue& z) |
| 279 | { |
| 280 | return ShaderGraphValue( |
| 281 | VariantType::Types::Float3, |
| 282 | String::Format(TEXT("float3({0}, {1}, {2})"), |
| 283 | Cast(x, VariantType::Types::Float).Value, |
| 284 | Cast(y, VariantType::Types::Float).Value, |
| 285 | Cast(z, VariantType::Types::Float).Value)); |
| 286 | } |
| 287 | |
| 288 | /// <summary> |
| 289 | /// Create float4 from X, Y, Z and W values. |
nothing calls this directly
no test coverage detected