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 |