Space Engineers
VRageMath.Vector4D Member List

This is the complete list of members for VRageMath.Vector4D, including all inherited members.

Add(Vector4D value1, Vector4D value2)VRageMath.Vector4Dinlinestatic
Add(ref Vector4D value1, ref Vector4D value2, out Vector4D result)VRageMath.Vector4Dinlinestatic
Barycentric(Vector4D value1, Vector4D value2, Vector4D value3, double amount1, double amount2)VRageMath.Vector4Dinlinestatic
Barycentric(ref Vector4D value1, ref Vector4D value2, ref Vector4D value3, double amount1, double amount2, out Vector4D result)VRageMath.Vector4Dinlinestatic
CatmullRom(Vector4D value1, Vector4D value2, Vector4D value3, Vector4D value4, double amount)VRageMath.Vector4Dinlinestatic
CatmullRom(ref Vector4D value1, ref Vector4D value2, ref Vector4D value3, ref Vector4D value4, double amount, out Vector4D result)VRageMath.Vector4Dinlinestatic
Clamp(Vector4D value1, Vector4D min, Vector4D max)VRageMath.Vector4Dinlinestatic
Clamp(ref Vector4D value1, ref Vector4D min, ref Vector4D max, out Vector4D result)VRageMath.Vector4Dinlinestatic
Distance(Vector4 value1, Vector4 value2)VRageMath.Vector4Dinlinestatic
Distance(ref Vector4 value1, ref Vector4 value2, out double result)VRageMath.Vector4Dinlinestatic
DistanceSquared(Vector4 value1, Vector4 value2)VRageMath.Vector4Dinlinestatic
DistanceSquared(ref Vector4 value1, ref Vector4 value2, out double result)VRageMath.Vector4Dinlinestatic
Divide(Vector4D value1, Vector4D value2)VRageMath.Vector4Dinlinestatic
Divide(ref Vector4D value1, ref Vector4D value2, out Vector4D result)VRageMath.Vector4Dinlinestatic
Divide(Vector4D value1, double divider)VRageMath.Vector4Dinlinestatic
Divide(ref Vector4D value1, double divider, out Vector4D result)VRageMath.Vector4Dinlinestatic
Dot(Vector4 vector1, Vector4 vector2)VRageMath.Vector4Dinlinestatic
Dot(ref Vector4 vector1, ref Vector4 vector2, out double result)VRageMath.Vector4Dinlinestatic
Equals(Vector4 other)VRageMath.Vector4Dinline
Equals(object obj)VRageMath.Vector4Dinline
GetHashCode()VRageMath.Vector4Dinline
Hermite(Vector4D value1, Vector4D tangent1, Vector4D value2, Vector4D tangent2, double amount)VRageMath.Vector4Dinlinestatic
Hermite(ref Vector4D value1, ref Vector4D tangent1, ref Vector4D value2, ref Vector4D tangent2, double amount, out Vector4D result)VRageMath.Vector4Dinlinestatic
Length()VRageMath.Vector4Dinline
LengthSquared()VRageMath.Vector4Dinline
Lerp(Vector4D value1, Vector4D value2, double amount)VRageMath.Vector4Dinlinestatic
Lerp(ref Vector4D value1, ref Vector4D value2, double amount, out Vector4D result)VRageMath.Vector4Dinlinestatic
Max(Vector4 value1, Vector4 value2)VRageMath.Vector4Dinlinestatic
Max(ref Vector4 value1, ref Vector4 value2, out Vector4 result)VRageMath.Vector4Dinlinestatic
Min(Vector4 value1, Vector4 value2)VRageMath.Vector4Dinlinestatic
Min(ref Vector4 value1, ref Vector4 value2, out Vector4 result)VRageMath.Vector4Dinlinestatic
Multiply(Vector4D value1, Vector4D value2)VRageMath.Vector4Dinlinestatic
Multiply(ref Vector4 value1, ref Vector4 value2, out Vector4 result)VRageMath.Vector4Dinlinestatic
Multiply(Vector4D value1, double scaleFactor)VRageMath.Vector4Dinlinestatic
Multiply(ref Vector4D value1, double scaleFactor, out Vector4D result)VRageMath.Vector4Dinlinestatic
Negate(Vector4D value)VRageMath.Vector4Dinlinestatic
Negate(ref Vector4D value, out Vector4D result)VRageMath.Vector4Dinlinestatic
Normalize()VRageMath.Vector4Dinline
Normalize(Vector4D vector)VRageMath.Vector4Dinlinestatic
Normalize(ref Vector4D vector, out Vector4D result)VRageMath.Vector4Dinlinestatic
OneVRageMath.Vector4Dstatic
operator Vector4(Vector4D v)VRageMath.Vector4Dinlinestatic
operator Vector4D(Vector4 v)VRageMath.Vector4Dinlinestatic
operator!=(Vector4D value1, Vector4D value2)VRageMath.Vector4Dinlinestatic
operator*(Vector4D value1, Vector4D value2)VRageMath.Vector4Dinlinestatic
operator*(Vector4D value1, double scaleFactor)VRageMath.Vector4Dinlinestatic
operator*(double scaleFactor, Vector4D value1)VRageMath.Vector4Dinlinestatic
operator+(Vector4D value1, Vector4D value2)VRageMath.Vector4Dinlinestatic
operator-(Vector4D value)VRageMath.Vector4Dinlinestatic
operator-(Vector4D value1, Vector4D value2)VRageMath.Vector4Dinlinestatic
operator/(Vector4D value1, Vector4D value2)VRageMath.Vector4Dinlinestatic
operator/(Vector4D value1, double divider)VRageMath.Vector4Dinlinestatic
operator/(double lhs, Vector4D rhs)VRageMath.Vector4Dinlinestatic
operator==(Vector4D value1, Vector4D value2)VRageMath.Vector4Dinlinestatic
PackOrthoMatrix(Vector3D position, Vector3D forward, Vector3D up)VRageMath.Vector4Dinlinestatic
PackOrthoMatrix(ref MatrixD matrix)VRageMath.Vector4Dinlinestatic
SmoothStep(Vector4D value1, Vector4D value2, double amount)VRageMath.Vector4Dinlinestatic
SmoothStep(ref Vector4D value1, ref Vector4D value2, double amount, out Vector4D result)VRageMath.Vector4Dinlinestatic
Subtract(Vector4 value1, Vector4 value2)VRageMath.Vector4Dinlinestatic
Subtract(ref Vector4D value1, ref Vector4D value2, out Vector4D result)VRageMath.Vector4Dinlinestatic
ToString()VRageMath.Vector4Dinline
Transform(Vector2 position, MatrixD matrix)VRageMath.Vector4Dinlinestatic
Transform(ref Vector2 position, ref MatrixD matrix, out Vector4D result)VRageMath.Vector4Dinlinestatic
Transform(Vector3D position, MatrixD matrix)VRageMath.Vector4Dinlinestatic
Transform(ref Vector3D position, ref MatrixD matrix, out Vector4D result)VRageMath.Vector4Dinlinestatic
Transform(Vector4D vector, MatrixD matrix)VRageMath.Vector4Dinlinestatic
Transform(ref Vector4D vector, ref MatrixD matrix, out Vector4D result)VRageMath.Vector4Dinlinestatic
Transform(Vector2 value, Quaternion rotation)VRageMath.Vector4Dinlinestatic
Transform(ref Vector2 value, ref Quaternion rotation, out Vector4D result)VRageMath.Vector4Dinlinestatic
Transform(Vector3D value, Quaternion rotation)VRageMath.Vector4Dinlinestatic
Transform(ref Vector3D value, ref Quaternion rotation, out Vector4D result)VRageMath.Vector4Dinlinestatic
Transform(Vector4D value, Quaternion rotation)VRageMath.Vector4Dinlinestatic
Transform(ref Vector4D value, ref Quaternion rotation, out Vector4D result)VRageMath.Vector4Dinlinestatic
Transform(Vector4D[] sourceArray, ref MatrixD matrix, Vector4D[] destinationArray)VRageMath.Vector4Dinlinestatic
Transform(Vector4D[] sourceArray, int sourceIndex, ref MatrixD matrix, Vector4D[] destinationArray, int destinationIndex, int length)VRageMath.Vector4Dinlinestatic
Transform(Vector4D[] sourceArray, ref Quaternion rotation, Vector4D[] destinationArray)VRageMath.Vector4Dinlinestatic
Transform(Vector4D[] sourceArray, int sourceIndex, ref Quaternion rotation, Vector4D[] destinationArray, int destinationIndex, int length)VRageMath.Vector4Dinlinestatic
UnitWVRageMath.Vector4Dstatic
UnitXVRageMath.Vector4Dstatic
UnitYVRageMath.Vector4Dstatic
UnitZVRageMath.Vector4Dstatic
UnpackOrthoMatrix(ref Vector4D packed)VRageMath.Vector4Dinlinestatic
Vector4D()VRageMath.Vector4Dinlinestatic
Vector4D(double x, double y, double z, double w)VRageMath.Vector4Dinline
Vector4D(Vector2 value, double z, double w)VRageMath.Vector4Dinline
Vector4D(Vector3D value, double w)VRageMath.Vector4Dinline
Vector4D(double value)VRageMath.Vector4Dinline
WVRageMath.Vector4D
XVRageMath.Vector4D
YVRageMath.Vector4D
ZVRageMath.Vector4D
ZeroVRageMath.Vector4Dstatic