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Space Engineers
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This is the complete list of members for VRageMath.Vector4, including all inherited members.
| Add(Vector4 value1, Vector4 value2) | VRageMath.Vector4 | inlinestatic |
| Add(ref Vector4 value1, ref Vector4 value2, out Vector4 result) | VRageMath.Vector4 | inlinestatic |
| Barycentric(Vector4 value1, Vector4 value2, Vector4 value3, float amount1, float amount2) | VRageMath.Vector4 | inlinestatic |
| Barycentric(ref Vector4 value1, ref Vector4 value2, ref Vector4 value3, float amount1, float amount2, out Vector4 result) | VRageMath.Vector4 | inlinestatic |
| CatmullRom(Vector4 value1, Vector4 value2, Vector4 value3, Vector4 value4, float amount) | VRageMath.Vector4 | inlinestatic |
| CatmullRom(ref Vector4 value1, ref Vector4 value2, ref Vector4 value3, ref Vector4 value4, float amount, out Vector4 result) | VRageMath.Vector4 | inlinestatic |
| Clamp(Vector4 value1, Vector4 min, Vector4 max) | VRageMath.Vector4 | inlinestatic |
| Clamp(ref Vector4 value1, ref Vector4 min, ref Vector4 max, out Vector4 result) | VRageMath.Vector4 | inlinestatic |
| Distance(Vector4 value1, Vector4 value2) | VRageMath.Vector4 | inlinestatic |
| Distance(ref Vector4 value1, ref Vector4 value2, out float result) | VRageMath.Vector4 | inlinestatic |
| DistanceSquared(Vector4 value1, Vector4 value2) | VRageMath.Vector4 | inlinestatic |
| DistanceSquared(ref Vector4 value1, ref Vector4 value2, out float result) | VRageMath.Vector4 | inlinestatic |
| Divide(Vector4 value1, Vector4 value2) | VRageMath.Vector4 | inlinestatic |
| Divide(ref Vector4 value1, ref Vector4 value2, out Vector4 result) | VRageMath.Vector4 | inlinestatic |
| Divide(Vector4 value1, float divider) | VRageMath.Vector4 | inlinestatic |
| Divide(ref Vector4 value1, float divider, out Vector4 result) | VRageMath.Vector4 | inlinestatic |
| Dot(Vector4 vector1, Vector4 vector2) | VRageMath.Vector4 | inlinestatic |
| Dot(ref Vector4 vector1, ref Vector4 vector2, out float result) | VRageMath.Vector4 | inlinestatic |
| Equals(Vector4 other) | VRageMath.Vector4 | inline |
| Equals(object obj) | VRageMath.Vector4 | inline |
| GetHashCode() | VRageMath.Vector4 | inline |
| Hermite(Vector4 value1, Vector4 tangent1, Vector4 value2, Vector4 tangent2, float amount) | VRageMath.Vector4 | inlinestatic |
| Hermite(ref Vector4 value1, ref Vector4 tangent1, ref Vector4 value2, ref Vector4 tangent2, float amount, out Vector4 result) | VRageMath.Vector4 | inlinestatic |
| Length() | VRageMath.Vector4 | inline |
| LengthSquared() | VRageMath.Vector4 | inline |
| Lerp(Vector4 value1, Vector4 value2, float amount) | VRageMath.Vector4 | inlinestatic |
| Lerp(ref Vector4 value1, ref Vector4 value2, float amount, out Vector4 result) | VRageMath.Vector4 | inlinestatic |
| Max(Vector4 value1, Vector4 value2) | VRageMath.Vector4 | inlinestatic |
| Max(ref Vector4 value1, ref Vector4 value2, out Vector4 result) | VRageMath.Vector4 | inlinestatic |
| Min(Vector4 value1, Vector4 value2) | VRageMath.Vector4 | inlinestatic |
| Min(ref Vector4 value1, ref Vector4 value2, out Vector4 result) | VRageMath.Vector4 | inlinestatic |
| Multiply(Vector4 value1, Vector4 value2) | VRageMath.Vector4 | inlinestatic |
| Multiply(ref Vector4 value1, ref Vector4 value2, out Vector4 result) | VRageMath.Vector4 | inlinestatic |
| Multiply(Vector4 value1, float scaleFactor) | VRageMath.Vector4 | inlinestatic |
| Multiply(ref Vector4 value1, float scaleFactor, out Vector4 result) | VRageMath.Vector4 | inlinestatic |
| Negate(Vector4 value) | VRageMath.Vector4 | inlinestatic |
| Negate(ref Vector4 value, out Vector4 result) | VRageMath.Vector4 | inlinestatic |
| Normalize() | VRageMath.Vector4 | inline |
| Normalize(Vector4 vector) | VRageMath.Vector4 | inlinestatic |
| Normalize(ref Vector4 vector, out Vector4 result) | VRageMath.Vector4 | inlinestatic |
| One | VRageMath.Vector4 | static |
| operator!=(Vector4 value1, Vector4 value2) | VRageMath.Vector4 | inlinestatic |
| operator*(Vector4 value1, Vector4 value2) | VRageMath.Vector4 | inlinestatic |
| operator*(Vector4 value1, float scaleFactor) | VRageMath.Vector4 | inlinestatic |
| operator*(float scaleFactor, Vector4 value1) | VRageMath.Vector4 | inlinestatic |
| operator+(Vector4 value1, Vector4 value2) | VRageMath.Vector4 | inlinestatic |
| operator-(Vector4 value) | VRageMath.Vector4 | inlinestatic |
| operator-(Vector4 value1, Vector4 value2) | VRageMath.Vector4 | inlinestatic |
| operator/(Vector4 value1, Vector4 value2) | VRageMath.Vector4 | inlinestatic |
| operator/(Vector4 value1, float divider) | VRageMath.Vector4 | inlinestatic |
| operator/(float lhs, Vector4 rhs) | VRageMath.Vector4 | inlinestatic |
| operator==(Vector4 value1, Vector4 value2) | VRageMath.Vector4 | inlinestatic |
| PackOrthoMatrix(Vector3 position, Vector3 forward, Vector3 up) | VRageMath.Vector4 | inlinestatic |
| PackOrthoMatrix(ref Matrix matrix) | VRageMath.Vector4 | inlinestatic |
| SmoothStep(Vector4 value1, Vector4 value2, float amount) | VRageMath.Vector4 | inlinestatic |
| SmoothStep(ref Vector4 value1, ref Vector4 value2, float amount, out Vector4 result) | VRageMath.Vector4 | inlinestatic |
| Subtract(Vector4 value1, Vector4 value2) | VRageMath.Vector4 | inlinestatic |
| Subtract(ref Vector4 value1, ref Vector4 value2, out Vector4 result) | VRageMath.Vector4 | inlinestatic |
| this[int index] | VRageMath.Vector4 | |
| ToString() | VRageMath.Vector4 | inline |
| Transform(Vector2 position, Matrix matrix) | VRageMath.Vector4 | inlinestatic |
| Transform(ref Vector2 position, ref Matrix matrix, out Vector4 result) | VRageMath.Vector4 | inlinestatic |
| Transform(Vector3 position, Matrix matrix) | VRageMath.Vector4 | inlinestatic |
| Transform(ref Vector3 position, ref Matrix matrix, out Vector4 result) | VRageMath.Vector4 | inlinestatic |
| Transform(Vector4 vector, Matrix matrix) | VRageMath.Vector4 | inlinestatic |
| Transform(ref Vector4 vector, ref Matrix matrix, out Vector4 result) | VRageMath.Vector4 | inlinestatic |
| Transform(Vector2 value, Quaternion rotation) | VRageMath.Vector4 | inlinestatic |
| Transform(ref Vector2 value, ref Quaternion rotation, out Vector4 result) | VRageMath.Vector4 | inlinestatic |
| Transform(Vector3 value, Quaternion rotation) | VRageMath.Vector4 | inlinestatic |
| Transform(ref Vector3 value, ref Quaternion rotation, out Vector4 result) | VRageMath.Vector4 | inlinestatic |
| Transform(Vector4 value, Quaternion rotation) | VRageMath.Vector4 | inlinestatic |
| Transform(ref Vector4 value, ref Quaternion rotation, out Vector4 result) | VRageMath.Vector4 | inlinestatic |
| Transform(Vector4[] sourceArray, ref Matrix matrix, Vector4[] destinationArray) | VRageMath.Vector4 | inlinestatic |
| Transform(Vector4[] sourceArray, int sourceIndex, ref Matrix matrix, Vector4[] destinationArray, int destinationIndex, int length) | VRageMath.Vector4 | inlinestatic |
| Transform(Vector4[] sourceArray, ref Quaternion rotation, Vector4[] destinationArray) | VRageMath.Vector4 | inlinestatic |
| Transform(Vector4[] sourceArray, int sourceIndex, ref Quaternion rotation, Vector4[] destinationArray, int destinationIndex, int length) | VRageMath.Vector4 | inlinestatic |
| UnitW | VRageMath.Vector4 | static |
| UnitX | VRageMath.Vector4 | static |
| UnitY | VRageMath.Vector4 | static |
| UnitZ | VRageMath.Vector4 | static |
| UnpackOrthoMatrix(ref Vector4 packed) | VRageMath.Vector4 | inlinestatic |
| Vector4() | VRageMath.Vector4 | inlinestatic |
| Vector4(float x, float y, float z, float w) | VRageMath.Vector4 | inline |
| Vector4(Vector2 value, float z, float w) | VRageMath.Vector4 | inline |
| Vector4(Vector3 value, float w) | VRageMath.Vector4 | inline |
| Vector4(float value) | VRageMath.Vector4 | inline |
| W | VRageMath.Vector4 | |
| X | VRageMath.Vector4 | |
| Y | VRageMath.Vector4 | |
| Z | VRageMath.Vector4 | |
| Zero | VRageMath.Vector4 | static |
1.8.8