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    Space Engineers
    
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This is the complete list of members for VRageMath.Vector3I, including all inherited members.
| Abs(Vector3I value) | VRageMath.Vector3I | inlinestatic | 
| Abs(ref Vector3I value, out Vector3I result) | VRageMath.Vector3I | inlinestatic | 
| AbsMax() | VRageMath.Vector3I | inline | 
| AbsMin() | VRageMath.Vector3I | inline | 
| AxisValue(Base6Directions.Axis axis) | VRageMath.Vector3I | inline | 
| Backward | VRageMath.Vector3I | static | 
| BoxContains(Vector3I boxMin, Vector3I boxMax, Vector3I pt) | VRageMath.Vector3I | inlinestatic | 
| BoxContains(ref Vector3I boxMin, ref Vector3I boxMax, ref Vector3I pt) | VRageMath.Vector3I | inlinestatic | 
| BoxIntersects(Vector3I minA, Vector3I maxA, Vector3I minB, Vector3I maxB) | VRageMath.Vector3I | inlinestatic | 
| BoxIntersects(ref Vector3I minA, ref Vector3I maxA, ref Vector3I minB, ref Vector3I maxB) | VRageMath.Vector3I | inlinestatic | 
| Ceiling(Vector3 value) | VRageMath.Vector3I | inlinestatic | 
| Clamp(Vector3I value1, Vector3I min, Vector3I max) | VRageMath.Vector3I | inlinestatic | 
| Clamp(ref Vector3I value1, ref Vector3I min, ref Vector3I max, out Vector3I result) | VRageMath.Vector3I | inlinestatic | 
| Comparer | VRageMath.Vector3I | static | 
| CompareTo(Vector3I other) | VRageMath.Vector3I | inline | 
| Cross(ref Vector3I vector1, ref Vector3I vector2, out Vector3I result) | VRageMath.Vector3I | inlinestatic | 
| DistanceManhattan(Vector3I first, Vector3I second) | VRageMath.Vector3I | inlinestatic | 
| DominantAxisProjection(Vector3I value1) | VRageMath.Vector3I | inlinestatic | 
| DominantAxisProjection(ref Vector3I value1, out Vector3I result) | VRageMath.Vector3I | inlinestatic | 
| Dot(ref Vector3I v) | VRageMath.Vector3I | inline | 
| Dot(Vector3I vector1, Vector3I vector2) | VRageMath.Vector3I | inlinestatic | 
| Dot(ref Vector3I vector1, ref Vector3I vector2) | VRageMath.Vector3I | inlinestatic | 
| Dot(ref Vector3I vector1, ref Vector3I vector2, out int dot) | VRageMath.Vector3I | inlinestatic | 
| Down | VRageMath.Vector3I | static | 
| Equals(Vector3I other) | VRageMath.Vector3I | inline | 
| Equals(object obj) | VRageMath.Vector3I | inline | 
| Floor(Vector3 value) | VRageMath.Vector3I | inlinestatic | 
| Floor(Vector3D value) | VRageMath.Vector3I | inlinestatic | 
| Floor(ref Vector3 v, out Vector3I r) | VRageMath.Vector3I | inlinestatic | 
| Floor(ref Vector3D v, out Vector3I r) | VRageMath.Vector3I | inlinestatic | 
| Forward | VRageMath.Vector3I | static | 
| GetDominantDirection(Vector3I val) | VRageMath.Vector3I | inlinestatic | 
| GetDominantDirectionVector(Vector3I val) | VRageMath.Vector3I | inlinestatic | 
| GetHashCode() | VRageMath.Vector3I | inline | 
| IsInsideExclusive(ref Vector3I min, ref Vector3I max) | VRageMath.Vector3I | inline | 
| IsInsideExclusive(Vector3I min, Vector3I max) | VRageMath.Vector3I | inline | 
| IsInsideInclusive(ref Vector3I min, ref Vector3I max) | VRageMath.Vector3I | inline | 
| IsInsideInclusive(Vector3I min, Vector3I max) | VRageMath.Vector3I | inline | 
| IsPowerOfTwo | VRageMath.Vector3I | |
| Left | VRageMath.Vector3I | static | 
| Length() | VRageMath.Vector3I | inline | 
| Max(Vector3I value1, Vector3I value2) | VRageMath.Vector3I | inlinestatic | 
| Max(ref Vector3I value1, ref Vector3I value2, out Vector3I result) | VRageMath.Vector3I | inlinestatic | 
| MaxValue | VRageMath.Vector3I | static | 
| Min(Vector3I value1, Vector3I value2) | VRageMath.Vector3I | inlinestatic | 
| Min(ref Vector3I value1, ref Vector3I value2, out Vector3I result) | VRageMath.Vector3I | inlinestatic | 
| MinValue | VRageMath.Vector3I | static | 
| One | VRageMath.Vector3I | static | 
| operator Vector3(Vector3I value) | VRageMath.Vector3I | inlinestatic | 
| operator Vector3D(Vector3I value) | VRageMath.Vector3I | inlinestatic | 
| operator!=(Vector3I a, Vector3I b) | VRageMath.Vector3I | inlinestatic | 
| operator%(Vector3I a, int num) | VRageMath.Vector3I | inlinestatic | 
| operator&(Vector3I v, int mask) | VRageMath.Vector3I | inlinestatic | 
| operator*(Vector3I a, Vector3I b) | VRageMath.Vector3I | inlinestatic | 
| operator*(Vector3I a, Vector3 b) | VRageMath.Vector3I | inlinestatic | 
| operator*(Vector3 a, Vector3I b) | VRageMath.Vector3I | inlinestatic | 
| operator*(float num, Vector3I b) | VRageMath.Vector3I | inlinestatic | 
| operator*(Vector3I a, float num) | VRageMath.Vector3I | inlinestatic | 
| operator*(double num, Vector3I b) | VRageMath.Vector3I | inlinestatic | 
| operator*(Vector3I a, double num) | VRageMath.Vector3I | inlinestatic | 
| operator*(int num, Vector3I b) | VRageMath.Vector3I | inlinestatic | 
| operator*(Vector3I a, int num) | VRageMath.Vector3I | inlinestatic | 
| operator+(Vector3I a, float b) | VRageMath.Vector3I | inlinestatic | 
| operator+(Vector3I a, Vector3I b) | VRageMath.Vector3I | inlinestatic | 
| operator+(Vector3I a, int b) | VRageMath.Vector3I | inlinestatic | 
| operator-(Vector3I a, Vector3I b) | VRageMath.Vector3I | inlinestatic | 
| operator-(Vector3I a, int b) | VRageMath.Vector3I | inlinestatic | 
| operator-(Vector3I a) | VRageMath.Vector3I | inlinestatic | 
| operator/(Vector3I a, float num) | VRageMath.Vector3I | inlinestatic | 
| operator/(float num, Vector3I a) | VRageMath.Vector3I | inlinestatic | 
| operator/(Vector3I a, int num) | VRageMath.Vector3I | inlinestatic | 
| operator/(Vector3I a, Vector3I b) | VRageMath.Vector3I | inlinestatic | 
| operator<<(Vector3I v, int shift) | VRageMath.Vector3I | inlinestatic | 
| operator==(Vector3I a, Vector3I b) | VRageMath.Vector3I | inlinestatic | 
| operator>>(Vector3I v, int shift) | VRageMath.Vector3I | inlinestatic | 
| operator^(Vector3I v, int mask) | VRageMath.Vector3I | inlinestatic | 
| operator|(Vector3I v, int mask) | VRageMath.Vector3I | inlinestatic | 
| operator~(Vector3I v) | VRageMath.Vector3I | inlinestatic | 
| RectangularDistance(Vector3I otherVector) | VRageMath.Vector3I | inline | 
| RectangularLength() | VRageMath.Vector3I | inline | 
| Right | VRageMath.Vector3I | static | 
| Round(Vector3 value) | VRageMath.Vector3I | inlinestatic | 
| Round(Vector3D value) | VRageMath.Vector3I | inlinestatic | 
| Round(ref Vector3 v, out Vector3I r) | VRageMath.Vector3I | inlinestatic | 
| Round(ref Vector3D v, out Vector3I r) | VRageMath.Vector3I | inlinestatic | 
| Shift(Vector3I value) | VRageMath.Vector3I | inlinestatic | 
| Sign(Vector3 value) | VRageMath.Vector3I | inlinestatic | 
| Sign(Vector3I value) | VRageMath.Vector3I | inlinestatic | 
| Size | VRageMath.Vector3I | |
| ToString() | VRageMath.Vector3I | inline | 
| Transform(ref Vector3I position, ref Matrix matrix, out Vector3I result) | VRageMath.Vector3I | inlinestatic | 
| Transform(ref Vector3I value, ref Quaternion rotation, out Vector3I result) | VRageMath.Vector3I | inlinestatic | 
| Transform(Vector3I value, Quaternion rotation) | VRageMath.Vector3I | inlinestatic | 
| Transform(ref Vector3I value, ref MatrixI matrix, out Vector3I result) | VRageMath.Vector3I | inlinestatic | 
| Transform(Vector3I value, MatrixI transformation) | VRageMath.Vector3I | inlinestatic | 
| Transform(Vector3I value, ref MatrixI transformation) | VRageMath.Vector3I | inlinestatic | 
| TransformNormal(Vector3I value, ref MatrixI transformation) | VRageMath.Vector3I | inlinestatic | 
| TransformNormal(ref Vector3I normal, ref Matrix matrix, out Vector3I result) | VRageMath.Vector3I | inlinestatic | 
| TransformNormal(ref Vector3I normal, ref MatrixI matrix, out Vector3I result) | VRageMath.Vector3I | inlinestatic | 
| Trunc(Vector3 value) | VRageMath.Vector3I | inlinestatic | 
| TryParseFromString(string p, out Vector3I vec) | VRageMath.Vector3I | inlinestatic | 
| UnitX | VRageMath.Vector3I | static | 
| UnitY | VRageMath.Vector3I | static | 
| UnitZ | VRageMath.Vector3I | static | 
| Up | VRageMath.Vector3I | static | 
| Vector3I(int xyz) | VRageMath.Vector3I | inline | 
| Vector3I(int x, int y, int z) | VRageMath.Vector3I | inline | 
| Vector3I(Vector2I xy, int z) | VRageMath.Vector3I | inline | 
| Vector3I(Vector3 xyz) | VRageMath.Vector3I | inline | 
| Vector3I(Vector3D xyz) | VRageMath.Vector3I | inline | 
| Vector3I(Vector3S xyz) | VRageMath.Vector3I | inline | 
| Vector3I(float x, float y, float z) | VRageMath.Vector3I | inline | 
| Volume() | VRageMath.Vector3I | inline | 
| X | VRageMath.Vector3I | |
| Y | VRageMath.Vector3I | |
| Z | VRageMath.Vector3I | |
| Zero | VRageMath.Vector3I | static | 
 1.8.8