Space Engineers
VRageMath.Vector3 Member List

This is the complete list of members for VRageMath.Vector3, including all inherited members.

Abs(Vector3 value)VRageMath.Vector3inlinestatic
AbsMax()VRageMath.Vector3inline
AbsMin()VRageMath.Vector3inline
Add(Vector3 other)VRageMath.Vector3inline
Add(Vector3 value1, Vector3 value2)VRageMath.Vector3inlinestatic
Add(ref Vector3 value1, ref Vector3 value2, out Vector3 result)VRageMath.Vector3inlinestatic
ArePerpendicular(ref Vector3 a, ref Vector3 b)VRageMath.Vector3inlinestatic
AssertIsValid()VRageMath.Vector3inline
BackwardVRageMath.Vector3static
Barycentric(Vector3 value1, Vector3 value2, Vector3 value3, float amount1, float amount2)VRageMath.Vector3inlinestatic
Barycentric(ref Vector3 value1, ref Vector3 value2, ref Vector3 value3, float amount1, float amount2, out Vector3 result)VRageMath.Vector3inlinestatic
Barycentric(Vector3 p, Vector3 a, Vector3 b, Vector3 c, out float u, out float v, out float w)VRageMath.Vector3inlinestatic
CalculatePerpendicularVector(Vector3 v)VRageMath.Vector3inlinestatic
CalculatePerpendicularVector(out Vector3 result)VRageMath.Vector3inline
CatmullRom(Vector3 value1, Vector3 value2, Vector3 value3, Vector3 value4, float amount)VRageMath.Vector3inlinestatic
CatmullRom(ref Vector3 value1, ref Vector3 value2, ref Vector3 value3, ref Vector3 value4, float amount, out Vector3 result)VRageMath.Vector3inlinestatic
Ceiling(Vector3 v)VRageMath.Vector3inlinestatic
Clamp(Vector3 value1, Vector3 min, Vector3 max)VRageMath.Vector3inlinestatic
Clamp(ref Vector3 value1, ref Vector3 min, ref Vector3 max, out Vector3 result)VRageMath.Vector3inlinestatic
ClampToSphere(Vector3 vector, float radius)VRageMath.Vector3inlinestatic
ClampToSphere(ref Vector3 vector, float radius)VRageMath.Vector3inlinestatic
CreateFromAzimuthAndElevation(float azimuth, float elevation, out Vector3 direction)VRageMath.Vector3inlinestatic
Cross(Vector3 v)VRageMath.Vector3inline
Cross(Vector3 vector1, Vector3 vector2)VRageMath.Vector3inlinestatic
Cross(ref Vector3 vector1, ref Vector3 vector2, out Vector3 result)VRageMath.Vector3inlinestatic
Distance(Vector3 value1, Vector3 value2)VRageMath.Vector3inlinestatic
Distance(ref Vector3 value1, ref Vector3 value2, out float result)VRageMath.Vector3inlinestatic
DistanceSquared(Vector3 value1, Vector3 value2)VRageMath.Vector3inlinestatic
DistanceSquared(ref Vector3 value1, ref Vector3 value2, out float result)VRageMath.Vector3inlinestatic
Divide(float divider)VRageMath.Vector3inline
Divide(Vector3 value1, Vector3 value2)VRageMath.Vector3inlinestatic
Divide(ref Vector3 value1, ref Vector3 value2, out Vector3 result)VRageMath.Vector3inlinestatic
Divide(Vector3 value1, float value2)VRageMath.Vector3inlinestatic
Divide(ref Vector3 value1, float value2, out Vector3 result)VRageMath.Vector3inlinestatic
DominantAxisProjection(Vector3 value1)VRageMath.Vector3inlinestatic
DominantAxisProjection(ref Vector3 value1, out Vector3 result)VRageMath.Vector3inlinestatic
Dot(Vector3 vector1, Vector3 vector2)VRageMath.Vector3inlinestatic
Dot(ref Vector3 vector1, ref Vector3 vector2, out float result)VRageMath.Vector3inlinestatic
Dot(Vector3 v)VRageMath.Vector3inline
Dot(ref Vector3 v)VRageMath.Vector3inline
DownVRageMath.Vector3static
Equals(Vector3 other)VRageMath.Vector3inline
Equals(Vector3 other, float epsilon)VRageMath.Vector3inline
Equals(object obj)VRageMath.Vector3inline
Floor(Vector3 v)VRageMath.Vector3inlinestatic
ForwardVRageMath.Vector3static
GetAzimuthAndElevation(Vector3 v, out float azimuth, out float elevation)VRageMath.Vector3inlinestatic
GetDim(int i)VRageMath.Vector3inline
GetHash()VRageMath.Vector3inline
GetHashCode()VRageMath.Vector3inline
GetNormalized(ref Vector3 value)VRageMath.Vector3inlinestatic
HalfVRageMath.Vector3static
Hermite(Vector3 value1, Vector3 tangent1, Vector3 value2, Vector3 tangent2, float amount)VRageMath.Vector3inlinestatic
Hermite(ref Vector3 value1, ref Vector3 tangent1, ref Vector3 value2, ref Vector3 tangent2, float amount, out Vector3 result)VRageMath.Vector3inlinestatic
Interpolate3(Vector3 v0, Vector3 v1, float rt)VRageMath.Vector3inline
InvalidVRageMath.Vector3static
IsInsideInclusive(ref Vector3 min, ref Vector3 max)VRageMath.Vector3inline
IsUnit(ref Vector3 value)VRageMath.Vector3inlinestatic
IsValid()VRageMath.Vector3inline
IsZero(Vector3 value)VRageMath.Vector3inlinestatic
IsZero(Vector3 value, float epsilon)VRageMath.Vector3inlinestatic
IsZeroVector(Vector3 value)VRageMath.Vector3inlinestatic
IsZeroVector(Vector3 value, float epsilon)VRageMath.Vector3inlinestatic
LeftVRageMath.Vector3static
Length()VRageMath.Vector3inline
LengthSquared()VRageMath.Vector3inline
Lerp(Vector3 value1, Vector3 value2, float amount)VRageMath.Vector3inlinestatic
Lerp(ref Vector3 value1, ref Vector3 value2, float amount, out Vector3 result)VRageMath.Vector3inlinestatic
Max()VRageMath.Vector3inline
Max(Vector3 value1, Vector3 value2)VRageMath.Vector3inlinestatic
Max(ref Vector3 value1, ref Vector3 value2, out Vector3 result)VRageMath.Vector3inlinestatic
MaxAbsComponent()VRageMath.Vector3inline
MaxValueVRageMath.Vector3static
Min()VRageMath.Vector3inline
Min(Vector3 value1, Vector3 value2)VRageMath.Vector3inlinestatic
Min(ref Vector3 value1, ref Vector3 value2, out Vector3 result)VRageMath.Vector3inlinestatic
MinMax(ref Vector3 min, ref Vector3 max)VRageMath.Vector3inlinestatic
MinusOneVRageMath.Vector3static
MinValueVRageMath.Vector3static
Multiply(float scale)VRageMath.Vector3inline
Multiply(Vector3 value1, Vector3 value2)VRageMath.Vector3inlinestatic
Multiply(ref Vector3 value1, ref Vector3 value2, out Vector3 result)VRageMath.Vector3inlinestatic
Multiply(Vector3 value1, float scaleFactor)VRageMath.Vector3inlinestatic
Multiply(ref Vector3 value1, float scaleFactor, out Vector3 result)VRageMath.Vector3inlinestatic
Negate(Vector3 value)VRageMath.Vector3inlinestatic
Negate(ref Vector3 value, out Vector3 result)VRageMath.Vector3inlinestatic
NegativeInfinityVRageMath.Vector3static
Normalize()VRageMath.Vector3inline
Normalize(Vector3 value)VRageMath.Vector3inlinestatic
Normalize(Vector3D value)VRageMath.Vector3inlinestatic
Normalize(ref Vector3 value, out Vector3 result)VRageMath.Vector3inlinestatic
OneVRageMath.Vector3static
operator!=(Vector3 value1, Vector3 value2)VRageMath.Vector3inlinestatic
operator*(Vector3 value1, Vector3 value2)VRageMath.Vector3inlinestatic
operator*(Vector3 value, float scaleFactor)VRageMath.Vector3inlinestatic
operator*(float scaleFactor, Vector3 value)VRageMath.Vector3inlinestatic
operator+(Vector3 value1, Vector3 value2)VRageMath.Vector3inlinestatic
operator+(Vector3 value1, float value2)VRageMath.Vector3inlinestatic
operator-(Vector3 value)VRageMath.Vector3inlinestatic
operator-(Vector3 value1, Vector3 value2)VRageMath.Vector3inlinestatic
operator-(Vector3 value1, float value2)VRageMath.Vector3inlinestatic
operator/(Vector3 value1, Vector3 value2)VRageMath.Vector3inlinestatic
operator/(Vector3 value, float divider)VRageMath.Vector3inlinestatic
operator/(float value, Vector3 divider)VRageMath.Vector3inlinestatic
operator==(Vector3 value1, Vector3 value2)VRageMath.Vector3inlinestatic
PositiveInfinityVRageMath.Vector3static
RectangularDistance(Vector3 value1, Vector3 value2)VRageMath.Vector3inlinestatic
RectangularDistance(ref Vector3 value1, ref Vector3 value2)VRageMath.Vector3inlinestatic
Reflect(Vector3 vector, Vector3 normal)VRageMath.Vector3inlinestatic
Reflect(ref Vector3 vector, ref Vector3 normal, out Vector3 result)VRageMath.Vector3inlinestatic
Reject(Vector3 vector, Vector3 direction)VRageMath.Vector3inlinestatic
Reject(ref Vector3 vector, ref Vector3 direction, out Vector3 result)VRageMath.Vector3inlinestatic
RightVRageMath.Vector3static
RotateAndScale(ref Vector3 vector, ref Matrix matrix, out Vector3 result)VRageMath.Vector3inlinestatic
Round(Vector3 v)VRageMath.Vector3inlinestatic
Round(Vector3 v, int numDecimals)VRageMath.Vector3inlinestatic
SetDim(int i, float value)VRageMath.Vector3inline
Sign(Vector3 value)VRageMath.Vector3inlinestatic
SignNonZero(Vector3 value)VRageMath.Vector3inlinestatic
SmoothStep(Vector3 value1, Vector3 value2, float amount)VRageMath.Vector3inlinestatic
SmoothStep(ref Vector3 value1, ref Vector3 value2, float amount, out Vector3 result)VRageMath.Vector3inlinestatic
Step(Vector3 value)VRageMath.Vector3inlinestatic
Subtract(Vector3 value1, Vector3 value2)VRageMath.Vector3inlinestatic
Subtract(ref Vector3 value1, ref Vector3 value2, out Vector3 result)VRageMath.Vector3inlinestatic
SumVRageMath.Vector3
SwapYZCoordinates(Vector3 v)VRageMath.Vector3inlinestatic
ToString()VRageMath.Vector3inline
ToString(string format)VRageMath.Vector3inline
Transform(Vector3 position, Matrix matrix)VRageMath.Vector3inlinestatic
Transform(Vector3 position, MatrixD matrix)VRageMath.Vector3inlinestatic
Transform(Vector3 position, ref Matrix matrix)VRageMath.Vector3inlinestatic
Transform(ref Vector3 position, ref Matrix matrix, out Vector3 result)VRageMath.Vector3inlinestatic
Transform(ref Vector3 position, ref MatrixI matrix, out Vector3 result)VRageMath.Vector3inlinestatic
Transform(Vector3 value, Quaternion rotation)VRageMath.Vector3inlinestatic
Transform(ref Vector3 value, ref Quaternion rotation, out Vector3 result)VRageMath.Vector3inlinestatic
Transform(Vector3[] sourceArray, ref Matrix matrix, Vector3[] destinationArray)VRageMath.Vector3inlinestatic
Transform(Vector3[] sourceArray, int sourceIndex, ref Matrix matrix, Vector3[] destinationArray, int destinationIndex, int length)VRageMath.Vector3inlinestatic
Transform(Vector3[] sourceArray, ref Quaternion rotation, Vector3[] destinationArray)VRageMath.Vector3inlinestatic
Transform(Vector3[] sourceArray, int sourceIndex, ref Quaternion rotation, Vector3[] destinationArray, int destinationIndex, int length)VRageMath.Vector3inlinestatic
TransformNoProjection(ref Vector3 vector, ref Matrix matrix, out Vector3 result)VRageMath.Vector3inlinestatic
TransformNormal(Vector3 normal, Matrix matrix)VRageMath.Vector3inlinestatic
TransformNormal(Vector3 normal, MatrixD matrix)VRageMath.Vector3inlinestatic
TransformNormal(Vector3D normal, Matrix matrix)VRageMath.Vector3inlinestatic
TransformNormal(ref Vector3 normal, ref Matrix matrix, out Vector3 result)VRageMath.Vector3inlinestatic
TransformNormal(ref Vector3 normal, ref MatrixD matrix, out Vector3 result)VRageMath.Vector3inlinestatic
TransformNormal(ref Vector3 normal, ref MatrixI matrix, out Vector3 result)VRageMath.Vector3inlinestatic
TransformNormal(Vector3 normal, MyBlockOrientation orientation)VRageMath.Vector3inlinestatic
TransformNormal(ref Vector3 normal, MyBlockOrientation orientation, out Vector3 result)VRageMath.Vector3inlinestatic
TransformNormal(Vector3 normal, ref Matrix matrix)VRageMath.Vector3inlinestatic
TransformNormal(Vector3[] sourceArray, ref Matrix matrix, Vector3[] destinationArray)VRageMath.Vector3inlinestatic
TransformNormal(Vector3[] sourceArray, int sourceIndex, ref Matrix matrix, Vector3[] destinationArray, int destinationIndex, int length)VRageMath.Vector3inlinestatic
UnitXVRageMath.Vector3static
UnitYVRageMath.Vector3static
UnitZVRageMath.Vector3static
UpVRageMath.Vector3static
Vector3()VRageMath.Vector3inlinestatic
Vector3(float x, float y, float z)VRageMath.Vector3inline
Vector3(double x, double y, double z)VRageMath.Vector3inline
Vector3(float value)VRageMath.Vector3inline
Vector3(Vector2 value, float z)VRageMath.Vector3inline
Vector3(Vector4 xyz)VRageMath.Vector3inline
Vector3(ref Vector3I value)VRageMath.Vector3inline
Vector3(Vector3I value)VRageMath.Vector3inline
VolumeVRageMath.Vector3
VolumeInt(float multiplier)VRageMath.Vector3inline
XVRageMath.Vector3
YVRageMath.Vector3
ZVRageMath.Vector3
ZeroVRageMath.Vector3static