Space Engineers
VRageMath.Vector3D Member List

This is the complete list of members for VRageMath.Vector3D, including all inherited members.

Abs(Vector3D value)VRageMath.Vector3Dinlinestatic
Abs(ref Vector3D vector3D, out Vector3D abs)VRageMath.Vector3Dinlinestatic
AbsMax()VRageMath.Vector3Dinline
AbsMaxComponent()VRageMath.Vector3Dinline
AbsMin()VRageMath.Vector3Dinline
Add(Vector3D value1, Vector3D value2)VRageMath.Vector3Dinlinestatic
Add(ref Vector3D value1, ref Vector3D value2, out Vector3D result)VRageMath.Vector3Dinlinestatic
ArePerpendicular(ref Vector3D a, ref Vector3D b)VRageMath.Vector3Dinlinestatic
AssertIsValid()VRageMath.Vector3Dinline
BackwardVRageMath.Vector3Dstatic
Barycentric(Vector3D value1, Vector3D value2, Vector3D value3, double amount1, double amount2)VRageMath.Vector3Dinlinestatic
Barycentric(ref Vector3D value1, ref Vector3D value2, ref Vector3D value3, double amount1, double amount2, out Vector3D result)VRageMath.Vector3Dinlinestatic
Barycentric(Vector3D p, Vector3D a, Vector3D b, Vector3D c, out double u, out double v, out double w)VRageMath.Vector3Dinlinestatic
CalculatePerpendicularVector(Vector3D v)VRageMath.Vector3Dinlinestatic
CalculatePerpendicularVector(out Vector3D result)VRageMath.Vector3Dinline
CatmullRom(Vector3D value1, Vector3D value2, Vector3D value3, Vector3D value4, double amount)VRageMath.Vector3Dinlinestatic
CatmullRom(ref Vector3D value1, ref Vector3D value2, ref Vector3D value3, ref Vector3D value4, double amount, out Vector3D result)VRageMath.Vector3Dinlinestatic
Clamp(Vector3D value1, Vector3D min, Vector3D max)VRageMath.Vector3Dinlinestatic
Clamp(ref Vector3D value1, ref Vector3D min, ref Vector3D max, out Vector3D result)VRageMath.Vector3Dinlinestatic
ClampToSphere(Vector3D vector, double radius)VRageMath.Vector3Dinlinestatic
ClampToSphere(ref Vector3D vector, double radius)VRageMath.Vector3Dinlinestatic
CreateFromAzimuthAndElevation(double azimuth, double elevation, out Vector3D direction)VRageMath.Vector3Dinlinestatic
Cross(Vector3D v)VRageMath.Vector3Dinline
Cross(Vector3D vector1, Vector3D vector2)VRageMath.Vector3Dinlinestatic
Cross(ref Vector3D vector1, ref Vector3D vector2, out Vector3D result)VRageMath.Vector3Dinlinestatic
Distance(Vector3D value1, Vector3D value2)VRageMath.Vector3Dinlinestatic
Distance(Vector3D value1, Vector3 value2)VRageMath.Vector3Dinlinestatic
Distance(Vector3 value1, Vector3D value2)VRageMath.Vector3Dinlinestatic
Distance(ref Vector3D value1, ref Vector3D value2, out double result)VRageMath.Vector3Dinlinestatic
DistanceSquared(Vector3D value1, Vector3D value2)VRageMath.Vector3Dinlinestatic
DistanceSquared(ref Vector3D value1, ref Vector3D value2, out double result)VRageMath.Vector3Dinlinestatic
Divide(Vector3D value1, Vector3D value2)VRageMath.Vector3Dinlinestatic
Divide(ref Vector3D value1, ref Vector3D value2, out Vector3D result)VRageMath.Vector3Dinlinestatic
Divide(Vector3D value1, double value2)VRageMath.Vector3Dinlinestatic
Divide(ref Vector3D value1, double value2, out Vector3D result)VRageMath.Vector3Dinlinestatic
DominantAxisProjection(Vector3D value1)VRageMath.Vector3Dinlinestatic
DominantAxisProjection(ref Vector3D value1, out Vector3D result)VRageMath.Vector3Dinlinestatic
Dot(Vector3D vector1, Vector3D vector2)VRageMath.Vector3Dinlinestatic
Dot(Vector3D vector1, Vector3 vector2)VRageMath.Vector3Dinlinestatic
Dot(ref Vector3D vector1, ref Vector3D vector2, out double result)VRageMath.Vector3Dinlinestatic
Dot(ref Vector3D vector1, ref Vector3 vector2, out double result)VRageMath.Vector3Dinlinestatic
Dot(ref Vector3 vector1, ref Vector3D vector2, out double result)VRageMath.Vector3Dinlinestatic
Dot(Vector3D v)VRageMath.Vector3Dinline
Dot(Vector3 v)VRageMath.Vector3Dinline
Dot(ref Vector3D v)VRageMath.Vector3Dinline
DownVRageMath.Vector3Dstatic
Equals(Vector3D other)VRageMath.Vector3Dinline
Equals(Vector3D other, double epsilon)VRageMath.Vector3Dinline
Equals(object obj)VRageMath.Vector3Dinline
Floor(Vector3D vect3d)VRageMath.Vector3Dinlinestatic
ForwardVRageMath.Vector3Dstatic
Fract(ref Vector3D o, out Vector3D r)VRageMath.Vector3Dinlinestatic
GetAzimuthAndElevation(Vector3D v, out double azimuth, out double elevation)VRageMath.Vector3Dinlinestatic
GetDim(int i)VRageMath.Vector3Dinline
GetHash()VRageMath.Vector3Dinline
GetHashCode()VRageMath.Vector3Dinline
HalfVRageMath.Vector3Dstatic
Hermite(Vector3D value1, Vector3D tangent1, Vector3D value2, Vector3D tangent2, double amount)VRageMath.Vector3Dinlinestatic
Hermite(ref Vector3D value1, ref Vector3D tangent1, ref Vector3D value2, ref Vector3D tangent2, double amount, out Vector3D result)VRageMath.Vector3Dinlinestatic
Interpolate3(Vector3D v0, Vector3D v1, double rt)VRageMath.Vector3Dinline
IsInsideInclusive(ref Vector3D min, ref Vector3D max)VRageMath.Vector3Dinline
IsUnit(ref Vector3D value)VRageMath.Vector3Dinlinestatic
IsValid()VRageMath.Vector3Dinline
IsZero(Vector3D value)VRageMath.Vector3Dinlinestatic
IsZero(Vector3D value, double epsilon)VRageMath.Vector3Dinlinestatic
IsZeroVector(Vector3D value)VRageMath.Vector3Dinlinestatic
IsZeroVector(Vector3D value, double epsilon)VRageMath.Vector3Dinlinestatic
LeftVRageMath.Vector3Dstatic
Length()VRageMath.Vector3Dinline
LengthSquared()VRageMath.Vector3Dinline
Lerp(Vector3D value1, Vector3D value2, double amount)VRageMath.Vector3Dinlinestatic
Lerp(ref Vector3D value1, ref Vector3D value2, double amount, out Vector3D result)VRageMath.Vector3Dinlinestatic
Max()VRageMath.Vector3Dinline
Max(Vector3D value1, Vector3D value2)VRageMath.Vector3Dinlinestatic
Max(ref Vector3D value1, ref Vector3D value2, out Vector3D result)VRageMath.Vector3Dinlinestatic
MaxValueVRageMath.Vector3Dstatic
Min()VRageMath.Vector3Dinline
Min(Vector3D value1, Vector3D value2)VRageMath.Vector3Dinlinestatic
Min(ref Vector3D value1, ref Vector3D value2, out Vector3D result)VRageMath.Vector3Dinlinestatic
MinMax(ref Vector3D min, ref Vector3D max)VRageMath.Vector3Dinlinestatic
MinValueVRageMath.Vector3Dstatic
Multiply(Vector3D value1, Vector3D value2)VRageMath.Vector3Dinlinestatic
Multiply(ref Vector3D value1, ref Vector3D value2, out Vector3D result)VRageMath.Vector3Dinlinestatic
Multiply(Vector3D value1, double scaleFactor)VRageMath.Vector3Dinlinestatic
Multiply(ref Vector3D value1, double scaleFactor, out Vector3D result)VRageMath.Vector3Dinlinestatic
Negate(Vector3D value)VRageMath.Vector3Dinlinestatic
Negate(ref Vector3D value, out Vector3D result)VRageMath.Vector3Dinlinestatic
NegativeInfinityVRageMath.Vector3Dstatic
Normalize()VRageMath.Vector3Dinline
Normalize(Vector3D value)VRageMath.Vector3Dinlinestatic
Normalize(ref Vector3D value, out Vector3D result)VRageMath.Vector3Dinlinestatic
OneVRageMath.Vector3Dstatic
operator Vector3(Vector3D v)VRageMath.Vector3Dinlinestatic
operator Vector3D(Vector3 v)VRageMath.Vector3Dinlinestatic
operator!=(Vector3D value1, Vector3D value2)VRageMath.Vector3Dinlinestatic
operator!=(Vector3 value1, Vector3D value2)VRageMath.Vector3Dinlinestatic
operator!=(Vector3D value1, Vector3 value2)VRageMath.Vector3Dinlinestatic
operator%(Vector3D value1, double value2)VRageMath.Vector3Dinlinestatic
operator%(Vector3D value1, Vector3D value2)VRageMath.Vector3Dinlinestatic
operator*(Vector3D value1, Vector3 value2)VRageMath.Vector3Dinlinestatic
operator*(Vector3D value, double scaleFactor)VRageMath.Vector3Dinlinestatic
operator*(double scaleFactor, Vector3D value)VRageMath.Vector3Dinlinestatic
operator+(Vector3D value1, Vector3D value2)VRageMath.Vector3Dinlinestatic
operator+(Vector3D value1, Vector3 value2)VRageMath.Vector3Dinlinestatic
operator+(Vector3 value1, Vector3D value2)VRageMath.Vector3Dinlinestatic
operator+(Vector3D value1, Vector3I value2)VRageMath.Vector3Dinlinestatic
operator+(Vector3D value1, double value2)VRageMath.Vector3Dinlinestatic
operator+(Vector3D value1, float value2)VRageMath.Vector3Dinlinestatic
operator-(Vector3D value)VRageMath.Vector3Dinlinestatic
operator-(Vector3D value1, Vector3D value2)VRageMath.Vector3Dinlinestatic
operator-(Vector3D value1, Vector3 value2)VRageMath.Vector3Dinlinestatic
operator-(Vector3 value1, Vector3D value2)VRageMath.Vector3Dinlinestatic
operator-(Vector3D value1, double value2)VRageMath.Vector3Dinlinestatic
operator/(Vector3D value1, Vector3D value2)VRageMath.Vector3Dinlinestatic
operator/(Vector3D value, double divider)VRageMath.Vector3Dinlinestatic
operator/(double value, Vector3D divider)VRageMath.Vector3Dinlinestatic
operator==(Vector3D value1, Vector3D value2)VRageMath.Vector3Dinlinestatic
operator==(Vector3 value1, Vector3D value2)VRageMath.Vector3Dinlinestatic
operator==(Vector3D value1, Vector3 value2)VRageMath.Vector3Dinlinestatic
PositiveInfinityVRageMath.Vector3Dstatic
RectangularDistance(Vector3D value1, Vector3D value2)VRageMath.Vector3Dinlinestatic
RectangularDistance(ref Vector3D value1, ref Vector3D value2)VRageMath.Vector3Dinlinestatic
Reflect(Vector3D vector, Vector3D normal)VRageMath.Vector3Dinlinestatic
Reflect(ref Vector3D vector, ref Vector3D normal, out Vector3D result)VRageMath.Vector3Dinlinestatic
Reject(Vector3D vector, Vector3D direction)VRageMath.Vector3Dinlinestatic
Reject(ref Vector3D vector, ref Vector3D direction, out Vector3D result)VRageMath.Vector3Dinlinestatic
RightVRageMath.Vector3Dstatic
Rotate(ref Vector3D vector, ref MatrixD rotationMatrix, out Vector3D result)VRageMath.Vector3Dinlinestatic
Rotate(Vector3D vector, MatrixD rotationMatrix)VRageMath.Vector3Dinlinestatic
RotateAndScale(ref Vector3D vector, ref MatrixD matrix, out Vector3D result)VRageMath.Vector3Dinlinestatic
Round(Vector3D vect3d)VRageMath.Vector3Dinlinestatic
Round(Vector3D v, int numDecimals)VRageMath.Vector3Dinlinestatic
SetDim(int i, double value)VRageMath.Vector3Dinline
Sign(Vector3D value)VRageMath.Vector3Dinlinestatic
SignNonZero(Vector3D value)VRageMath.Vector3Dinlinestatic
SmoothStep(Vector3D value1, Vector3D value2, double amount)VRageMath.Vector3Dinlinestatic
SmoothStep(ref Vector3D value1, ref Vector3D value2, double amount, out Vector3D result)VRageMath.Vector3Dinlinestatic
Step(Vector3D value)VRageMath.Vector3Dinlinestatic
Subtract(Vector3D value1, Vector3D value2)VRageMath.Vector3Dinlinestatic
Subtract(ref Vector3D value1, ref Vector3D value2, out Vector3D result)VRageMath.Vector3Dinlinestatic
SumVRageMath.Vector3D
SwapYZCoordinates(Vector3D v)VRageMath.Vector3Dinlinestatic
ToString()VRageMath.Vector3Dinline
ToString(string format)VRageMath.Vector3Dinline
Transform(Vector3D position, MatrixD matrix)VRageMath.Vector3Dinlinestatic
Transform(Vector3 position, MatrixD matrix)VRageMath.Vector3Dinlinestatic
Transform(Vector3D position, Matrix matrix)VRageMath.Vector3Dinlinestatic
Transform(Vector3D position, ref MatrixD matrix)VRageMath.Vector3Dinlinestatic
Transform(ref Vector3D position, ref MatrixD matrix, out Vector3D result)VRageMath.Vector3Dinlinestatic
Transform(ref Vector3 position, ref MatrixD matrix, out Vector3D result)VRageMath.Vector3Dinlinestatic
Transform(ref Vector3D position, ref MatrixI matrix, out Vector3D result)VRageMath.Vector3Dinlinestatic
Transform(Vector3D value, Quaternion rotation)VRageMath.Vector3Dinlinestatic
Transform(ref Vector3D value, ref Quaternion rotation, out Vector3D result)VRageMath.Vector3Dinlinestatic
Transform(Vector3D[] sourceArray, ref MatrixD matrix, Vector3D[] destinationArray)VRageMath.Vector3Dinlinestatic
Transform(Vector3D[] sourceArray, ref MatrixD matrix, Vector3D *destinationArray)VRageMath.Vector3Dinlinestatic
Transform(Vector3D[] sourceArray, int sourceIndex, ref Matrix matrix, Vector3D[] destinationArray, int destinationIndex, int length)VRageMath.Vector3Dinlinestatic
Transform(Vector3D[] sourceArray, ref Quaternion rotation, Vector3D[] destinationArray)VRageMath.Vector3Dinlinestatic
Transform(Vector3D[] sourceArray, int sourceIndex, ref Quaternion rotation, Vector3D[] destinationArray, int destinationIndex, int length)VRageMath.Vector3Dinlinestatic
TransformNoProjection(ref Vector3D vector, ref MatrixD matrix, out Vector3D result)VRageMath.Vector3Dinlinestatic
TransformNormal(Vector3D normal, Matrix matrix)VRageMath.Vector3Dinlinestatic
TransformNormal(Vector3 normal, MatrixD matrix)VRageMath.Vector3Dinlinestatic
TransformNormal(Vector3D normal, MatrixD matrix)VRageMath.Vector3Dinlinestatic
TransformNormal(ref Vector3D normal, ref MatrixD matrix, out Vector3D result)VRageMath.Vector3Dinlinestatic
TransformNormal(ref Vector3 normal, ref MatrixD matrix, out Vector3D result)VRageMath.Vector3Dinlinestatic
TransformNormal(ref Vector3D normal, ref MatrixI matrix, out Vector3D result)VRageMath.Vector3Dinlinestatic
TransformNormal(Vector3D normal, MyBlockOrientation orientation)VRageMath.Vector3Dinlinestatic
TransformNormal(ref Vector3D normal, MyBlockOrientation orientation, out Vector3D result)VRageMath.Vector3Dinlinestatic
TransformNormal(Vector3D normal, ref MatrixD matrix)VRageMath.Vector3Dinlinestatic
TransformNormal(Vector3D[] sourceArray, ref Matrix matrix, Vector3D[] destinationArray)VRageMath.Vector3Dinlinestatic
TransformNormal(Vector3D[] sourceArray, ref Matrix matrix, Vector3D *destinationArray)VRageMath.Vector3Dinlinestatic
TransformNormal(Vector3D[] sourceArray, int sourceIndex, ref Matrix matrix, Vector3D[] destinationArray, int destinationIndex, int length)VRageMath.Vector3Dinlinestatic
TryParse(string str, out Vector3D retval)VRageMath.Vector3Dinlinestatic
UnitXVRageMath.Vector3Dstatic
UnitYVRageMath.Vector3Dstatic
UnitZVRageMath.Vector3Dstatic
UpVRageMath.Vector3Dstatic
Vector3D()VRageMath.Vector3Dinlinestatic
Vector3D(double x, double y, double z)VRageMath.Vector3Dinline
Vector3D(double value)VRageMath.Vector3Dinline
Vector3D(Vector2 value, double z)VRageMath.Vector3Dinline
Vector3D(Vector2D value, double z)VRageMath.Vector3Dinline
Vector3D(Vector4 xyz)VRageMath.Vector3Dinline
Vector3D(Vector4D xyz)VRageMath.Vector3Dinline
Vector3D(Vector3 value)VRageMath.Vector3Dinline
Vector3D(ref Vector3I value)VRageMath.Vector3Dinline
Vector3D(Vector3I value)VRageMath.Vector3Dinline
VolumeVRageMath.Vector3D
VolumeInt(double multiplier)VRageMath.Vector3Dinline
XVRageMath.Vector3D
YVRageMath.Vector3D
ZVRageMath.Vector3D
ZeroVRageMath.Vector3Dstatic