Space Engineers
VRageMath.Vector3I Member List

This is the complete list of members for VRageMath.Vector3I, including all inherited members.

Abs(Vector3I value)VRageMath.Vector3Iinlinestatic
Abs(ref Vector3I value, out Vector3I result)VRageMath.Vector3Iinlinestatic
AbsMax()VRageMath.Vector3Iinline
AbsMin()VRageMath.Vector3Iinline
AxisValue(Base6Directions.Axis axis)VRageMath.Vector3Iinline
BackwardVRageMath.Vector3Istatic
BoxContains(Vector3I boxMin, Vector3I boxMax, Vector3I pt)VRageMath.Vector3Iinlinestatic
BoxContains(ref Vector3I boxMin, ref Vector3I boxMax, ref Vector3I pt)VRageMath.Vector3Iinlinestatic
BoxIntersects(Vector3I minA, Vector3I maxA, Vector3I minB, Vector3I maxB)VRageMath.Vector3Iinlinestatic
BoxIntersects(ref Vector3I minA, ref Vector3I maxA, ref Vector3I minB, ref Vector3I maxB)VRageMath.Vector3Iinlinestatic
Ceiling(Vector3 value)VRageMath.Vector3Iinlinestatic
Clamp(Vector3I value1, Vector3I min, Vector3I max)VRageMath.Vector3Iinlinestatic
Clamp(ref Vector3I value1, ref Vector3I min, ref Vector3I max, out Vector3I result)VRageMath.Vector3Iinlinestatic
ComparerVRageMath.Vector3Istatic
CompareTo(Vector3I other)VRageMath.Vector3Iinline
Cross(ref Vector3I vector1, ref Vector3I vector2, out Vector3I result)VRageMath.Vector3Iinlinestatic
DistanceManhattan(Vector3I first, Vector3I second)VRageMath.Vector3Iinlinestatic
DominantAxisProjection(Vector3I value1)VRageMath.Vector3Iinlinestatic
DominantAxisProjection(ref Vector3I value1, out Vector3I result)VRageMath.Vector3Iinlinestatic
Dot(ref Vector3I v)VRageMath.Vector3Iinline
Dot(Vector3I vector1, Vector3I vector2)VRageMath.Vector3Iinlinestatic
Dot(ref Vector3I vector1, ref Vector3I vector2)VRageMath.Vector3Iinlinestatic
Dot(ref Vector3I vector1, ref Vector3I vector2, out int dot)VRageMath.Vector3Iinlinestatic
DownVRageMath.Vector3Istatic
Equals(Vector3I other)VRageMath.Vector3Iinline
Equals(object obj)VRageMath.Vector3Iinline
Floor(Vector3 value)VRageMath.Vector3Iinlinestatic
Floor(Vector3D value)VRageMath.Vector3Iinlinestatic
Floor(ref Vector3 v, out Vector3I r)VRageMath.Vector3Iinlinestatic
Floor(ref Vector3D v, out Vector3I r)VRageMath.Vector3Iinlinestatic
ForwardVRageMath.Vector3Istatic
GetDominantDirection(Vector3I val)VRageMath.Vector3Iinlinestatic
GetDominantDirectionVector(Vector3I val)VRageMath.Vector3Iinlinestatic
GetHashCode()VRageMath.Vector3Iinline
IsInsideExclusive(ref Vector3I min, ref Vector3I max)VRageMath.Vector3Iinline
IsInsideExclusive(Vector3I min, Vector3I max)VRageMath.Vector3Iinline
IsInsideInclusive(ref Vector3I min, ref Vector3I max)VRageMath.Vector3Iinline
IsInsideInclusive(Vector3I min, Vector3I max)VRageMath.Vector3Iinline
IsPowerOfTwoVRageMath.Vector3I
LeftVRageMath.Vector3Istatic
Length()VRageMath.Vector3Iinline
Max(Vector3I value1, Vector3I value2)VRageMath.Vector3Iinlinestatic
Max(ref Vector3I value1, ref Vector3I value2, out Vector3I result)VRageMath.Vector3Iinlinestatic
MaxValueVRageMath.Vector3Istatic
Min(Vector3I value1, Vector3I value2)VRageMath.Vector3Iinlinestatic
Min(ref Vector3I value1, ref Vector3I value2, out Vector3I result)VRageMath.Vector3Iinlinestatic
MinValueVRageMath.Vector3Istatic
OneVRageMath.Vector3Istatic
operator Vector3(Vector3I value)VRageMath.Vector3Iinlinestatic
operator Vector3D(Vector3I value)VRageMath.Vector3Iinlinestatic
operator!=(Vector3I a, Vector3I b)VRageMath.Vector3Iinlinestatic
operator%(Vector3I a, int num)VRageMath.Vector3Iinlinestatic
operator&(Vector3I v, int mask)VRageMath.Vector3Iinlinestatic
operator*(Vector3I a, Vector3I b)VRageMath.Vector3Iinlinestatic
operator*(Vector3I a, Vector3 b)VRageMath.Vector3Iinlinestatic
operator*(Vector3 a, Vector3I b)VRageMath.Vector3Iinlinestatic
operator*(float num, Vector3I b)VRageMath.Vector3Iinlinestatic
operator*(Vector3I a, float num)VRageMath.Vector3Iinlinestatic
operator*(double num, Vector3I b)VRageMath.Vector3Iinlinestatic
operator*(Vector3I a, double num)VRageMath.Vector3Iinlinestatic
operator*(int num, Vector3I b)VRageMath.Vector3Iinlinestatic
operator*(Vector3I a, int num)VRageMath.Vector3Iinlinestatic
operator+(Vector3I a, float b)VRageMath.Vector3Iinlinestatic
operator+(Vector3I a, Vector3I b)VRageMath.Vector3Iinlinestatic
operator+(Vector3I a, int b)VRageMath.Vector3Iinlinestatic
operator-(Vector3I a, Vector3I b)VRageMath.Vector3Iinlinestatic
operator-(Vector3I a, int b)VRageMath.Vector3Iinlinestatic
operator-(Vector3I a)VRageMath.Vector3Iinlinestatic
operator/(Vector3I a, float num)VRageMath.Vector3Iinlinestatic
operator/(float num, Vector3I a)VRageMath.Vector3Iinlinestatic
operator/(Vector3I a, int num)VRageMath.Vector3Iinlinestatic
operator/(Vector3I a, Vector3I b)VRageMath.Vector3Iinlinestatic
operator<<(Vector3I v, int shift)VRageMath.Vector3Iinlinestatic
operator==(Vector3I a, Vector3I b)VRageMath.Vector3Iinlinestatic
operator>>(Vector3I v, int shift)VRageMath.Vector3Iinlinestatic
operator^(Vector3I v, int mask)VRageMath.Vector3Iinlinestatic
operator|(Vector3I v, int mask)VRageMath.Vector3Iinlinestatic
operator~(Vector3I v)VRageMath.Vector3Iinlinestatic
RectangularDistance(Vector3I otherVector)VRageMath.Vector3Iinline
RectangularLength()VRageMath.Vector3Iinline
RightVRageMath.Vector3Istatic
Round(Vector3 value)VRageMath.Vector3Iinlinestatic
Round(Vector3D value)VRageMath.Vector3Iinlinestatic
Round(ref Vector3 v, out Vector3I r)VRageMath.Vector3Iinlinestatic
Round(ref Vector3D v, out Vector3I r)VRageMath.Vector3Iinlinestatic
Shift(Vector3I value)VRageMath.Vector3Iinlinestatic
Sign(Vector3 value)VRageMath.Vector3Iinlinestatic
Sign(Vector3I value)VRageMath.Vector3Iinlinestatic
SizeVRageMath.Vector3I
ToString()VRageMath.Vector3Iinline
Transform(ref Vector3I position, ref Matrix matrix, out Vector3I result)VRageMath.Vector3Iinlinestatic
Transform(ref Vector3I value, ref Quaternion rotation, out Vector3I result)VRageMath.Vector3Iinlinestatic
Transform(Vector3I value, Quaternion rotation)VRageMath.Vector3Iinlinestatic
Transform(ref Vector3I value, ref MatrixI matrix, out Vector3I result)VRageMath.Vector3Iinlinestatic
Transform(Vector3I value, MatrixI transformation)VRageMath.Vector3Iinlinestatic
Transform(Vector3I value, ref MatrixI transformation)VRageMath.Vector3Iinlinestatic
TransformNormal(Vector3I value, ref MatrixI transformation)VRageMath.Vector3Iinlinestatic
TransformNormal(ref Vector3I normal, ref Matrix matrix, out Vector3I result)VRageMath.Vector3Iinlinestatic
TransformNormal(ref Vector3I normal, ref MatrixI matrix, out Vector3I result)VRageMath.Vector3Iinlinestatic
Trunc(Vector3 value)VRageMath.Vector3Iinlinestatic
TryParseFromString(string p, out Vector3I vec)VRageMath.Vector3Iinlinestatic
UnitXVRageMath.Vector3Istatic
UnitYVRageMath.Vector3Istatic
UnitZVRageMath.Vector3Istatic
UpVRageMath.Vector3Istatic
Vector3I(int xyz)VRageMath.Vector3Iinline
Vector3I(int x, int y, int z)VRageMath.Vector3Iinline
Vector3I(Vector2I xy, int z)VRageMath.Vector3Iinline
Vector3I(Vector3 xyz)VRageMath.Vector3Iinline
Vector3I(Vector3D xyz)VRageMath.Vector3Iinline
Vector3I(Vector3S xyz)VRageMath.Vector3Iinline
Vector3I(float x, float y, float z)VRageMath.Vector3Iinline
Volume()VRageMath.Vector3Iinline
XVRageMath.Vector3I
YVRageMath.Vector3I
ZVRageMath.Vector3I
ZeroVRageMath.Vector3Istatic