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 |