Space Engineers
VRageMath.Vector2D Member List

This is the complete list of members for VRageMath.Vector2D, including all inherited members.

Add(Vector2D value1, Vector2D value2)VRageMath.Vector2Dinlinestatic
Add(ref Vector2D value1, ref Vector2D value2, out Vector2D result)VRageMath.Vector2Dinlinestatic
AssertIsValid()VRageMath.Vector2Dinline
Barycentric(Vector2D value1, Vector2D value2, Vector2D value3, double amount1, double amount2)VRageMath.Vector2Dinlinestatic
Barycentric(ref Vector2D value1, ref Vector2D value2, ref Vector2D value3, double amount1, double amount2, out Vector2D result)VRageMath.Vector2Dinlinestatic
Between(ref Vector2D start, ref Vector2D end)VRageMath.Vector2Dinline
CatmullRom(Vector2D value1, Vector2D value2, Vector2D value3, Vector2D value4, double amount)VRageMath.Vector2Dinlinestatic
CatmullRom(ref Vector2D value1, ref Vector2D value2, ref Vector2D value3, ref Vector2D value4, double amount, out Vector2D result)VRageMath.Vector2Dinlinestatic
Clamp(Vector2D value1, Vector2D min, Vector2D max)VRageMath.Vector2Dinlinestatic
Clamp(ref Vector2D value1, ref Vector2D min, ref Vector2D max, out Vector2D result)VRageMath.Vector2Dinlinestatic
ClampToSphere(Vector2D vector, double radius)VRageMath.Vector2Dinlinestatic
ClampToSphere(ref Vector2D vector, double radius)VRageMath.Vector2Dinlinestatic
Distance(Vector2D value1, Vector2D value2)VRageMath.Vector2Dinlinestatic
Distance(ref Vector2D value1, ref Vector2D value2, out double result)VRageMath.Vector2Dinlinestatic
DistanceSquared(Vector2D value1, Vector2D value2)VRageMath.Vector2Dinlinestatic
DistanceSquared(ref Vector2D value1, ref Vector2D value2, out double result)VRageMath.Vector2Dinlinestatic
Divide(Vector2D value1, Vector2D value2)VRageMath.Vector2Dinlinestatic
Divide(ref Vector2D value1, ref Vector2D value2, out Vector2D result)VRageMath.Vector2Dinlinestatic
Divide(Vector2D value1, double divider)VRageMath.Vector2Dinlinestatic
Divide(ref Vector2D value1, double divider, out Vector2D result)VRageMath.Vector2Dinlinestatic
Dot(Vector2D value1, Vector2D value2)VRageMath.Vector2Dinlinestatic
Dot(ref Vector2D value1, ref Vector2D value2, out double result)VRageMath.Vector2Dinlinestatic
Equals(Vector2D other)VRageMath.Vector2Dinline
Equals(object obj)VRageMath.Vector2Dinline
Floor(Vector2D position)VRageMath.Vector2Dinlinestatic
GetHashCode()VRageMath.Vector2Dinline
Hermite(Vector2D value1, Vector2D tangent1, Vector2D value2, Vector2D tangent2, double amount)VRageMath.Vector2Dinlinestatic
Hermite(ref Vector2D value1, ref Vector2D tangent1, ref Vector2D value2, ref Vector2D tangent2, double amount, out Vector2D result)VRageMath.Vector2Dinlinestatic
IsValid()VRageMath.Vector2Dinline
Length()VRageMath.Vector2Dinline
LengthSquared()VRageMath.Vector2Dinline
Lerp(Vector2D value1, Vector2D value2, double amount)VRageMath.Vector2Dinlinestatic
Lerp(ref Vector2D value1, ref Vector2D value2, double amount, out Vector2D result)VRageMath.Vector2Dinlinestatic
Max(Vector2D value1, Vector2D value2)VRageMath.Vector2Dinlinestatic
Max(ref Vector2D value1, ref Vector2D value2, out Vector2D result)VRageMath.Vector2Dinlinestatic
Min(Vector2D value1, Vector2D value2)VRageMath.Vector2Dinlinestatic
Min(ref Vector2D value1, ref Vector2D value2, out Vector2D result)VRageMath.Vector2Dinlinestatic
Multiply(Vector2D value1, Vector2D value2)VRageMath.Vector2Dinlinestatic
Multiply(ref Vector2D value1, ref Vector2D value2, out Vector2D result)VRageMath.Vector2Dinlinestatic
Multiply(Vector2D value1, double scaleFactor)VRageMath.Vector2Dinlinestatic
Multiply(ref Vector2D value1, double scaleFactor, out Vector2D result)VRageMath.Vector2Dinlinestatic
Negate(Vector2D value)VRageMath.Vector2Dinlinestatic
Negate(ref Vector2D value, out Vector2D result)VRageMath.Vector2Dinlinestatic
Normalize()VRageMath.Vector2Dinline
Normalize(Vector2D value)VRageMath.Vector2Dinlinestatic
Normalize(ref Vector2D value, out Vector2D result)VRageMath.Vector2Dinlinestatic
OneVRageMath.Vector2Dstatic
operator Vector2I(Vector2D vector)VRageMath.Vector2Dinlineexplicitstatic
operator!=(Vector2D value1, Vector2D value2)VRageMath.Vector2Dinlinestatic
operator*(Vector2D value1, Vector2D value2)VRageMath.Vector2Dinlinestatic
operator*(Vector2D value, double scaleFactor)VRageMath.Vector2Dinlinestatic
operator*(double scaleFactor, Vector2D value)VRageMath.Vector2Dinlinestatic
operator+(Vector2D value1, Vector2D value2)VRageMath.Vector2Dinlinestatic
operator+(Vector2D value1, double value2)VRageMath.Vector2Dinlinestatic
operator-(Vector2D value)VRageMath.Vector2Dinlinestatic
operator-(Vector2D value1, Vector2D value2)VRageMath.Vector2Dinlinestatic
operator-(Vector2D value1, double value2)VRageMath.Vector2Dinlinestatic
operator/(Vector2D value1, Vector2D value2)VRageMath.Vector2Dinlinestatic
operator/(Vector2D value1, double divider)VRageMath.Vector2Dinlinestatic
operator/(double value1, Vector2D value2)VRageMath.Vector2Dinlinestatic
operator==(Vector2D value1, Vector2D value2)VRageMath.Vector2Dinlinestatic
PositiveInfinityVRageMath.Vector2Dstatic
Reflect(Vector2D vector, Vector2D normal)VRageMath.Vector2Dinlinestatic
Reflect(ref Vector2D vector, ref Vector2D normal, out Vector2D result)VRageMath.Vector2Dinlinestatic
Rotate(double angle)VRageMath.Vector2Dinline
SmoothStep(Vector2D value1, Vector2D value2, double amount)VRageMath.Vector2Dinlinestatic
SmoothStep(ref Vector2D value1, ref Vector2D value2, double amount, out Vector2D result)VRageMath.Vector2Dinlinestatic
Subtract(Vector2D value1, Vector2D value2)VRageMath.Vector2Dinlinestatic
Subtract(ref Vector2D value1, ref Vector2D value2, out Vector2D result)VRageMath.Vector2Dinlinestatic
this[int index]VRageMath.Vector2D
ToString()VRageMath.Vector2Dinline
Transform(Vector2D position, Matrix matrix)VRageMath.Vector2Dinlinestatic
Transform(ref Vector2D position, ref Matrix matrix, out Vector2D result)VRageMath.Vector2Dinlinestatic
Transform(Vector2D value, Quaternion rotation)VRageMath.Vector2Dinlinestatic
Transform(ref Vector2D value, ref Quaternion rotation, out Vector2D result)VRageMath.Vector2Dinlinestatic
Transform(Vector2D[] sourceArray, ref Matrix matrix, Vector2D[] destinationArray)VRageMath.Vector2Dinlinestatic
Transform(Vector2D[] sourceArray, int sourceIndex, ref Matrix matrix, Vector2D[] destinationArray, int destinationIndex, int length)VRageMath.Vector2Dinlinestatic
Transform(Vector2D[] sourceArray, ref Quaternion rotation, Vector2D[] destinationArray)VRageMath.Vector2Dinlinestatic
Transform(Vector2D[] sourceArray, int sourceIndex, ref Quaternion rotation, Vector2D[] destinationArray, int destinationIndex, int length)VRageMath.Vector2Dinlinestatic
TransformNormal(Vector2D normal, Matrix matrix)VRageMath.Vector2Dinlinestatic
TransformNormal(ref Vector2D normal, ref Matrix matrix, out Vector2D result)VRageMath.Vector2Dinlinestatic
TransformNormal(Vector2D[] sourceArray, ref Matrix matrix, Vector2D[] destinationArray)VRageMath.Vector2Dinlinestatic
TransformNormal(Vector2D[] sourceArray, int sourceIndex, ref Matrix matrix, Vector2D[] destinationArray, int destinationIndex, int length)VRageMath.Vector2Dinlinestatic
UnitXVRageMath.Vector2Dstatic
UnitYVRageMath.Vector2Dstatic
Vector2D()VRageMath.Vector2Dinlinestatic
Vector2D(double x, double y)VRageMath.Vector2Dinline
Vector2D(double value)VRageMath.Vector2Dinline
XVRageMath.Vector2D
YVRageMath.Vector2D
ZeroVRageMath.Vector2Dstatic