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Space Engineers
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This is the complete list of members for VRageMath.Vector3, including all inherited members.
| Abs(Vector3 value) | VRageMath.Vector3 | inlinestatic |
| AbsMax() | VRageMath.Vector3 | inline |
| AbsMin() | VRageMath.Vector3 | inline |
| Add(Vector3 other) | VRageMath.Vector3 | inline |
| Add(Vector3 value1, Vector3 value2) | VRageMath.Vector3 | inlinestatic |
| Add(ref Vector3 value1, ref Vector3 value2, out Vector3 result) | VRageMath.Vector3 | inlinestatic |
| ArePerpendicular(ref Vector3 a, ref Vector3 b) | VRageMath.Vector3 | inlinestatic |
| AssertIsValid() | VRageMath.Vector3 | inline |
| Backward | VRageMath.Vector3 | static |
| Barycentric(Vector3 value1, Vector3 value2, Vector3 value3, float amount1, float amount2) | VRageMath.Vector3 | inlinestatic |
| Barycentric(ref Vector3 value1, ref Vector3 value2, ref Vector3 value3, float amount1, float amount2, out Vector3 result) | VRageMath.Vector3 | inlinestatic |
| Barycentric(Vector3 p, Vector3 a, Vector3 b, Vector3 c, out float u, out float v, out float w) | VRageMath.Vector3 | inlinestatic |
| CalculatePerpendicularVector(Vector3 v) | VRageMath.Vector3 | inlinestatic |
| CalculatePerpendicularVector(out Vector3 result) | VRageMath.Vector3 | inline |
| CatmullRom(Vector3 value1, Vector3 value2, Vector3 value3, Vector3 value4, float amount) | VRageMath.Vector3 | inlinestatic |
| CatmullRom(ref Vector3 value1, ref Vector3 value2, ref Vector3 value3, ref Vector3 value4, float amount, out Vector3 result) | VRageMath.Vector3 | inlinestatic |
| Ceiling(Vector3 v) | VRageMath.Vector3 | inlinestatic |
| Clamp(Vector3 value1, Vector3 min, Vector3 max) | VRageMath.Vector3 | inlinestatic |
| Clamp(ref Vector3 value1, ref Vector3 min, ref Vector3 max, out Vector3 result) | VRageMath.Vector3 | inlinestatic |
| ClampToSphere(Vector3 vector, float radius) | VRageMath.Vector3 | inlinestatic |
| ClampToSphere(ref Vector3 vector, float radius) | VRageMath.Vector3 | inlinestatic |
| CreateFromAzimuthAndElevation(float azimuth, float elevation, out Vector3 direction) | VRageMath.Vector3 | inlinestatic |
| Cross(Vector3 v) | VRageMath.Vector3 | inline |
| Cross(Vector3 vector1, Vector3 vector2) | VRageMath.Vector3 | inlinestatic |
| Cross(ref Vector3 vector1, ref Vector3 vector2, out Vector3 result) | VRageMath.Vector3 | inlinestatic |
| Distance(Vector3 value1, Vector3 value2) | VRageMath.Vector3 | inlinestatic |
| Distance(ref Vector3 value1, ref Vector3 value2, out float result) | VRageMath.Vector3 | inlinestatic |
| DistanceSquared(Vector3 value1, Vector3 value2) | VRageMath.Vector3 | inlinestatic |
| DistanceSquared(ref Vector3 value1, ref Vector3 value2, out float result) | VRageMath.Vector3 | inlinestatic |
| Divide(float divider) | VRageMath.Vector3 | inline |
| Divide(Vector3 value1, Vector3 value2) | VRageMath.Vector3 | inlinestatic |
| Divide(ref Vector3 value1, ref Vector3 value2, out Vector3 result) | VRageMath.Vector3 | inlinestatic |
| Divide(Vector3 value1, float value2) | VRageMath.Vector3 | inlinestatic |
| Divide(ref Vector3 value1, float value2, out Vector3 result) | VRageMath.Vector3 | inlinestatic |
| DominantAxisProjection(Vector3 value1) | VRageMath.Vector3 | inlinestatic |
| DominantAxisProjection(ref Vector3 value1, out Vector3 result) | VRageMath.Vector3 | inlinestatic |
| Dot(Vector3 vector1, Vector3 vector2) | VRageMath.Vector3 | inlinestatic |
| Dot(ref Vector3 vector1, ref Vector3 vector2, out float result) | VRageMath.Vector3 | inlinestatic |
| Dot(Vector3 v) | VRageMath.Vector3 | inline |
| Dot(ref Vector3 v) | VRageMath.Vector3 | inline |
| Down | VRageMath.Vector3 | static |
| Equals(Vector3 other) | VRageMath.Vector3 | inline |
| Equals(Vector3 other, float epsilon) | VRageMath.Vector3 | inline |
| Equals(object obj) | VRageMath.Vector3 | inline |
| Floor(Vector3 v) | VRageMath.Vector3 | inlinestatic |
| Forward | VRageMath.Vector3 | static |
| GetAzimuthAndElevation(Vector3 v, out float azimuth, out float elevation) | VRageMath.Vector3 | inlinestatic |
| GetDim(int i) | VRageMath.Vector3 | inline |
| GetHash() | VRageMath.Vector3 | inline |
| GetHashCode() | VRageMath.Vector3 | inline |
| GetNormalized(ref Vector3 value) | VRageMath.Vector3 | inlinestatic |
| Half | VRageMath.Vector3 | static |
| Hermite(Vector3 value1, Vector3 tangent1, Vector3 value2, Vector3 tangent2, float amount) | VRageMath.Vector3 | inlinestatic |
| Hermite(ref Vector3 value1, ref Vector3 tangent1, ref Vector3 value2, ref Vector3 tangent2, float amount, out Vector3 result) | VRageMath.Vector3 | inlinestatic |
| Interpolate3(Vector3 v0, Vector3 v1, float rt) | VRageMath.Vector3 | inline |
| Invalid | VRageMath.Vector3 | static |
| IsInsideInclusive(ref Vector3 min, ref Vector3 max) | VRageMath.Vector3 | inline |
| IsUnit(ref Vector3 value) | VRageMath.Vector3 | inlinestatic |
| IsValid() | VRageMath.Vector3 | inline |
| IsZero(Vector3 value) | VRageMath.Vector3 | inlinestatic |
| IsZero(Vector3 value, float epsilon) | VRageMath.Vector3 | inlinestatic |
| IsZeroVector(Vector3 value) | VRageMath.Vector3 | inlinestatic |
| IsZeroVector(Vector3 value, float epsilon) | VRageMath.Vector3 | inlinestatic |
| Left | VRageMath.Vector3 | static |
| Length() | VRageMath.Vector3 | inline |
| LengthSquared() | VRageMath.Vector3 | inline |
| Lerp(Vector3 value1, Vector3 value2, float amount) | VRageMath.Vector3 | inlinestatic |
| Lerp(ref Vector3 value1, ref Vector3 value2, float amount, out Vector3 result) | VRageMath.Vector3 | inlinestatic |
| Max() | VRageMath.Vector3 | inline |
| Max(Vector3 value1, Vector3 value2) | VRageMath.Vector3 | inlinestatic |
| Max(ref Vector3 value1, ref Vector3 value2, out Vector3 result) | VRageMath.Vector3 | inlinestatic |
| MaxAbsComponent() | VRageMath.Vector3 | inline |
| MaxValue | VRageMath.Vector3 | static |
| Min() | VRageMath.Vector3 | inline |
| Min(Vector3 value1, Vector3 value2) | VRageMath.Vector3 | inlinestatic |
| Min(ref Vector3 value1, ref Vector3 value2, out Vector3 result) | VRageMath.Vector3 | inlinestatic |
| MinMax(ref Vector3 min, ref Vector3 max) | VRageMath.Vector3 | inlinestatic |
| MinusOne | VRageMath.Vector3 | static |
| MinValue | VRageMath.Vector3 | static |
| Multiply(float scale) | VRageMath.Vector3 | inline |
| Multiply(Vector3 value1, Vector3 value2) | VRageMath.Vector3 | inlinestatic |
| Multiply(ref Vector3 value1, ref Vector3 value2, out Vector3 result) | VRageMath.Vector3 | inlinestatic |
| Multiply(Vector3 value1, float scaleFactor) | VRageMath.Vector3 | inlinestatic |
| Multiply(ref Vector3 value1, float scaleFactor, out Vector3 result) | VRageMath.Vector3 | inlinestatic |
| Negate(Vector3 value) | VRageMath.Vector3 | inlinestatic |
| Negate(ref Vector3 value, out Vector3 result) | VRageMath.Vector3 | inlinestatic |
| NegativeInfinity | VRageMath.Vector3 | static |
| Normalize() | VRageMath.Vector3 | inline |
| Normalize(Vector3 value) | VRageMath.Vector3 | inlinestatic |
| Normalize(Vector3D value) | VRageMath.Vector3 | inlinestatic |
| Normalize(ref Vector3 value, out Vector3 result) | VRageMath.Vector3 | inlinestatic |
| One | VRageMath.Vector3 | static |
| operator!=(Vector3 value1, Vector3 value2) | VRageMath.Vector3 | inlinestatic |
| operator*(Vector3 value1, Vector3 value2) | VRageMath.Vector3 | inlinestatic |
| operator*(Vector3 value, float scaleFactor) | VRageMath.Vector3 | inlinestatic |
| operator*(float scaleFactor, Vector3 value) | VRageMath.Vector3 | inlinestatic |
| operator+(Vector3 value1, Vector3 value2) | VRageMath.Vector3 | inlinestatic |
| operator+(Vector3 value1, float value2) | VRageMath.Vector3 | inlinestatic |
| operator-(Vector3 value) | VRageMath.Vector3 | inlinestatic |
| operator-(Vector3 value1, Vector3 value2) | VRageMath.Vector3 | inlinestatic |
| operator-(Vector3 value1, float value2) | VRageMath.Vector3 | inlinestatic |
| operator/(Vector3 value1, Vector3 value2) | VRageMath.Vector3 | inlinestatic |
| operator/(Vector3 value, float divider) | VRageMath.Vector3 | inlinestatic |
| operator/(float value, Vector3 divider) | VRageMath.Vector3 | inlinestatic |
| operator==(Vector3 value1, Vector3 value2) | VRageMath.Vector3 | inlinestatic |
| PositiveInfinity | VRageMath.Vector3 | static |
| RectangularDistance(Vector3 value1, Vector3 value2) | VRageMath.Vector3 | inlinestatic |
| RectangularDistance(ref Vector3 value1, ref Vector3 value2) | VRageMath.Vector3 | inlinestatic |
| Reflect(Vector3 vector, Vector3 normal) | VRageMath.Vector3 | inlinestatic |
| Reflect(ref Vector3 vector, ref Vector3 normal, out Vector3 result) | VRageMath.Vector3 | inlinestatic |
| Reject(Vector3 vector, Vector3 direction) | VRageMath.Vector3 | inlinestatic |
| Reject(ref Vector3 vector, ref Vector3 direction, out Vector3 result) | VRageMath.Vector3 | inlinestatic |
| Right | VRageMath.Vector3 | static |
| RotateAndScale(ref Vector3 vector, ref Matrix matrix, out Vector3 result) | VRageMath.Vector3 | inlinestatic |
| Round(Vector3 v) | VRageMath.Vector3 | inlinestatic |
| Round(Vector3 v, int numDecimals) | VRageMath.Vector3 | inlinestatic |
| SetDim(int i, float value) | VRageMath.Vector3 | inline |
| Sign(Vector3 value) | VRageMath.Vector3 | inlinestatic |
| SignNonZero(Vector3 value) | VRageMath.Vector3 | inlinestatic |
| SmoothStep(Vector3 value1, Vector3 value2, float amount) | VRageMath.Vector3 | inlinestatic |
| SmoothStep(ref Vector3 value1, ref Vector3 value2, float amount, out Vector3 result) | VRageMath.Vector3 | inlinestatic |
| Step(Vector3 value) | VRageMath.Vector3 | inlinestatic |
| Subtract(Vector3 value1, Vector3 value2) | VRageMath.Vector3 | inlinestatic |
| Subtract(ref Vector3 value1, ref Vector3 value2, out Vector3 result) | VRageMath.Vector3 | inlinestatic |
| Sum | VRageMath.Vector3 | |
| SwapYZCoordinates(Vector3 v) | VRageMath.Vector3 | inlinestatic |
| ToString() | VRageMath.Vector3 | inline |
| ToString(string format) | VRageMath.Vector3 | inline |
| Transform(Vector3 position, Matrix matrix) | VRageMath.Vector3 | inlinestatic |
| Transform(Vector3 position, MatrixD matrix) | VRageMath.Vector3 | inlinestatic |
| Transform(Vector3 position, ref Matrix matrix) | VRageMath.Vector3 | inlinestatic |
| Transform(ref Vector3 position, ref Matrix matrix, out Vector3 result) | VRageMath.Vector3 | inlinestatic |
| Transform(ref Vector3 position, ref MatrixI matrix, out Vector3 result) | VRageMath.Vector3 | inlinestatic |
| Transform(Vector3 value, Quaternion rotation) | VRageMath.Vector3 | inlinestatic |
| Transform(ref Vector3 value, ref Quaternion rotation, out Vector3 result) | VRageMath.Vector3 | inlinestatic |
| Transform(Vector3[] sourceArray, ref Matrix matrix, Vector3[] destinationArray) | VRageMath.Vector3 | inlinestatic |
| Transform(Vector3[] sourceArray, int sourceIndex, ref Matrix matrix, Vector3[] destinationArray, int destinationIndex, int length) | VRageMath.Vector3 | inlinestatic |
| Transform(Vector3[] sourceArray, ref Quaternion rotation, Vector3[] destinationArray) | VRageMath.Vector3 | inlinestatic |
| Transform(Vector3[] sourceArray, int sourceIndex, ref Quaternion rotation, Vector3[] destinationArray, int destinationIndex, int length) | VRageMath.Vector3 | inlinestatic |
| TransformNoProjection(ref Vector3 vector, ref Matrix matrix, out Vector3 result) | VRageMath.Vector3 | inlinestatic |
| TransformNormal(Vector3 normal, Matrix matrix) | VRageMath.Vector3 | inlinestatic |
| TransformNormal(Vector3 normal, MatrixD matrix) | VRageMath.Vector3 | inlinestatic |
| TransformNormal(Vector3D normal, Matrix matrix) | VRageMath.Vector3 | inlinestatic |
| TransformNormal(ref Vector3 normal, ref Matrix matrix, out Vector3 result) | VRageMath.Vector3 | inlinestatic |
| TransformNormal(ref Vector3 normal, ref MatrixD matrix, out Vector3 result) | VRageMath.Vector3 | inlinestatic |
| TransformNormal(ref Vector3 normal, ref MatrixI matrix, out Vector3 result) | VRageMath.Vector3 | inlinestatic |
| TransformNormal(Vector3 normal, MyBlockOrientation orientation) | VRageMath.Vector3 | inlinestatic |
| TransformNormal(ref Vector3 normal, MyBlockOrientation orientation, out Vector3 result) | VRageMath.Vector3 | inlinestatic |
| TransformNormal(Vector3 normal, ref Matrix matrix) | VRageMath.Vector3 | inlinestatic |
| TransformNormal(Vector3[] sourceArray, ref Matrix matrix, Vector3[] destinationArray) | VRageMath.Vector3 | inlinestatic |
| TransformNormal(Vector3[] sourceArray, int sourceIndex, ref Matrix matrix, Vector3[] destinationArray, int destinationIndex, int length) | VRageMath.Vector3 | inlinestatic |
| UnitX | VRageMath.Vector3 | static |
| UnitY | VRageMath.Vector3 | static |
| UnitZ | VRageMath.Vector3 | static |
| Up | VRageMath.Vector3 | static |
| Vector3() | VRageMath.Vector3 | inlinestatic |
| Vector3(float x, float y, float z) | VRageMath.Vector3 | inline |
| Vector3(double x, double y, double z) | VRageMath.Vector3 | inline |
| Vector3(float value) | VRageMath.Vector3 | inline |
| Vector3(Vector2 value, float z) | VRageMath.Vector3 | inline |
| Vector3(Vector4 xyz) | VRageMath.Vector3 | inline |
| Vector3(ref Vector3I value) | VRageMath.Vector3 | inline |
| Vector3(Vector3I value) | VRageMath.Vector3 | inline |
| Volume | VRageMath.Vector3 | |
| VolumeInt(float multiplier) | VRageMath.Vector3 | inline |
| X | VRageMath.Vector3 | |
| Y | VRageMath.Vector3 | |
| Z | VRageMath.Vector3 | |
| Zero | VRageMath.Vector3 | static |
1.8.8