Space Engineers
VRageMath.Vector2 Member List

This is the complete list of members for VRageMath.Vector2, including all inherited members.

Add(Vector2 value1, Vector2 value2)VRageMath.Vector2inlinestatic
Add(ref Vector2 value1, ref Vector2 value2, out Vector2 result)VRageMath.Vector2inlinestatic
AssertIsValid()VRageMath.Vector2inline
Barycentric(Vector2 value1, Vector2 value2, Vector2 value3, float amount1, float amount2)VRageMath.Vector2inlinestatic
Barycentric(ref Vector2 value1, ref Vector2 value2, ref Vector2 value3, float amount1, float amount2, out Vector2 result)VRageMath.Vector2inlinestatic
Between(ref Vector2 start, ref Vector2 end)VRageMath.Vector2inline
CatmullRom(Vector2 value1, Vector2 value2, Vector2 value3, Vector2 value4, float amount)VRageMath.Vector2inlinestatic
CatmullRom(ref Vector2 value1, ref Vector2 value2, ref Vector2 value3, ref Vector2 value4, float amount, out Vector2 result)VRageMath.Vector2inlinestatic
Clamp(Vector2 value1, Vector2 min, Vector2 max)VRageMath.Vector2inlinestatic
Clamp(ref Vector2 value1, ref Vector2 min, ref Vector2 max, out Vector2 result)VRageMath.Vector2inlinestatic
ClampToSphere(Vector2 vector, float radius)VRageMath.Vector2inlinestatic
ClampToSphere(ref Vector2 vector, float radius)VRageMath.Vector2inlinestatic
Distance(Vector2 value1, Vector2 value2)VRageMath.Vector2inlinestatic
Distance(ref Vector2 value1, ref Vector2 value2, out float result)VRageMath.Vector2inlinestatic
DistanceSquared(Vector2 value1, Vector2 value2)VRageMath.Vector2inlinestatic
DistanceSquared(ref Vector2 value1, ref Vector2 value2, out float result)VRageMath.Vector2inlinestatic
Divide(Vector2 value1, Vector2 value2)VRageMath.Vector2inlinestatic
Divide(ref Vector2 value1, ref Vector2 value2, out Vector2 result)VRageMath.Vector2inlinestatic
Divide(Vector2 value1, float divider)VRageMath.Vector2inlinestatic
Divide(ref Vector2 value1, float divider, out Vector2 result)VRageMath.Vector2inlinestatic
Dot(Vector2 value1, Vector2 value2)VRageMath.Vector2inlinestatic
Dot(ref Vector2 value1, ref Vector2 value2, out float result)VRageMath.Vector2inlinestatic
Equals(Vector2 other)VRageMath.Vector2inline
Equals(object obj)VRageMath.Vector2inline
Floor(Vector2 position)VRageMath.Vector2inlinestatic
GetHashCode()VRageMath.Vector2inline
Hermite(Vector2 value1, Vector2 tangent1, Vector2 value2, Vector2 tangent2, float amount)VRageMath.Vector2inlinestatic
Hermite(ref Vector2 value1, ref Vector2 tangent1, ref Vector2 value2, ref Vector2 tangent2, float amount, out Vector2 result)VRageMath.Vector2inlinestatic
IsValid()VRageMath.Vector2inline
IsZero(ref Vector2 value)VRageMath.Vector2inlinestatic
IsZero(ref Vector2 value, float epsilon)VRageMath.Vector2inlinestatic
IsZero(Vector2 value, float epsilon)VRageMath.Vector2inlinestatic
Length()VRageMath.Vector2inline
LengthSquared()VRageMath.Vector2inline
Lerp(Vector2 value1, Vector2 value2, float amount)VRageMath.Vector2inlinestatic
Lerp(ref Vector2 value1, ref Vector2 value2, float amount, out Vector2 result)VRageMath.Vector2inlinestatic
Max(Vector2 value1, Vector2 value2)VRageMath.Vector2inlinestatic
Max(ref Vector2 value1, ref Vector2 value2, out Vector2 result)VRageMath.Vector2inlinestatic
Min(Vector2 value1, Vector2 value2)VRageMath.Vector2inlinestatic
Min(ref Vector2 value1, ref Vector2 value2, out Vector2 result)VRageMath.Vector2inlinestatic
Multiply(Vector2 value1, Vector2 value2)VRageMath.Vector2inlinestatic
Multiply(ref Vector2 value1, ref Vector2 value2, out Vector2 result)VRageMath.Vector2inlinestatic
Multiply(Vector2 value1, float scaleFactor)VRageMath.Vector2inlinestatic
Multiply(ref Vector2 value1, float scaleFactor, out Vector2 result)VRageMath.Vector2inlinestatic
Negate(Vector2 value)VRageMath.Vector2inlinestatic
Negate(ref Vector2 value, out Vector2 result)VRageMath.Vector2inlinestatic
Normalize()VRageMath.Vector2inline
Normalize(Vector2 value)VRageMath.Vector2inlinestatic
Normalize(ref Vector2 value, out Vector2 result)VRageMath.Vector2inlinestatic
OneVRageMath.Vector2static
operator Vector2I(Vector2 vector)VRageMath.Vector2inlineexplicitstatic
operator!=(Vector2 value1, Vector2 value2)VRageMath.Vector2inlinestatic
operator*(Vector2 value1, Vector2 value2)VRageMath.Vector2inlinestatic
operator*(Vector2 value, float scaleFactor)VRageMath.Vector2inlinestatic
operator*(float scaleFactor, Vector2 value)VRageMath.Vector2inlinestatic
operator+(Vector2 value1, Vector2 value2)VRageMath.Vector2inlinestatic
operator+(Vector2 value1, float value2)VRageMath.Vector2inlinestatic
operator-(Vector2 value)VRageMath.Vector2inlinestatic
operator-(Vector2 value1, Vector2 value2)VRageMath.Vector2inlinestatic
operator-(Vector2 value1, float value2)VRageMath.Vector2inlinestatic
operator/(Vector2 value1, Vector2 value2)VRageMath.Vector2inlinestatic
operator/(Vector2 value1, float divider)VRageMath.Vector2inlinestatic
operator/(float value1, Vector2 value2)VRageMath.Vector2inlinestatic
operator==(Vector2 value1, Vector2 value2)VRageMath.Vector2inlinestatic
PositiveInfinityVRageMath.Vector2static
Reflect(Vector2 vector, Vector2 normal)VRageMath.Vector2inlinestatic
Reflect(ref Vector2 vector, ref Vector2 normal, out Vector2 result)VRageMath.Vector2inlinestatic
Rotate(double angle)VRageMath.Vector2inline
SmoothStep(Vector2 value1, Vector2 value2, float amount)VRageMath.Vector2inlinestatic
SmoothStep(ref Vector2 value1, ref Vector2 value2, float amount, out Vector2 result)VRageMath.Vector2inlinestatic
Subtract(Vector2 value1, Vector2 value2)VRageMath.Vector2inlinestatic
Subtract(ref Vector2 value1, ref Vector2 value2, out Vector2 result)VRageMath.Vector2inlinestatic
this[int index]VRageMath.Vector2
ToString()VRageMath.Vector2inline
Transform(Vector2 position, Matrix matrix)VRageMath.Vector2inlinestatic
Transform(ref Vector2 position, ref Matrix matrix, out Vector2 result)VRageMath.Vector2inlinestatic
Transform(Vector2 value, Quaternion rotation)VRageMath.Vector2inlinestatic
Transform(ref Vector2 value, ref Quaternion rotation, out Vector2 result)VRageMath.Vector2inlinestatic
Transform(Vector2[] sourceArray, ref Matrix matrix, Vector2[] destinationArray)VRageMath.Vector2inlinestatic
Transform(Vector2[] sourceArray, int sourceIndex, ref Matrix matrix, Vector2[] destinationArray, int destinationIndex, int length)VRageMath.Vector2inlinestatic
Transform(Vector2[] sourceArray, ref Quaternion rotation, Vector2[] destinationArray)VRageMath.Vector2inlinestatic
Transform(Vector2[] sourceArray, int sourceIndex, ref Quaternion rotation, Vector2[] destinationArray, int destinationIndex, int length)VRageMath.Vector2inlinestatic
TransformNormal(Vector2 normal, Matrix matrix)VRageMath.Vector2inlinestatic
TransformNormal(ref Vector2 normal, ref Matrix matrix, out Vector2 result)VRageMath.Vector2inlinestatic
TransformNormal(Vector2[] sourceArray, ref Matrix matrix, Vector2[] destinationArray)VRageMath.Vector2inlinestatic
TransformNormal(Vector2[] sourceArray, int sourceIndex, ref Matrix matrix, Vector2[] destinationArray, int destinationIndex, int length)VRageMath.Vector2inlinestatic
UnitXVRageMath.Vector2static
UnitYVRageMath.Vector2static
Vector2()VRageMath.Vector2inlinestatic
Vector2(float x, float y)VRageMath.Vector2inline
Vector2(float value)VRageMath.Vector2inline
XVRageMath.Vector2
YVRageMath.Vector2
ZeroVRageMath.Vector2static