vector of 3 floats More...
Public Member Functions | |
Vector3 (float x, float y, float z) | |
constructor taking three floats | |
Vector3 (Vector2 xy, float z) | |
constructor taking a Vector2 and a float | |
Vector3 (float f) | |
constructor taking one float | |
float | Length () |
return the length of this vector | |
float | LengthSquared () |
return the length squared of this vector | |
float | Distance (Vector3 v) |
get the distance between this and another vector | |
float | Distance (ref Vector3 v) |
get the distance between this and another vector | |
float | DistanceSquared (Vector3 v) |
get the distance squared between this and another vector | |
float | DistanceSquared (ref Vector3 v) |
get the distance squared between this and another vector | |
float | Dot (Vector3 v) |
dot product of this and v | |
float | Dot (ref Vector3 v) |
dot product of this and v | |
Vector3 | Cross (Vector3 v) |
cross product | |
void | Cross (ref Vector3 v, out Vector3 result) |
cross product | |
Vector3 | Normalize () |
return this vector normalized | |
void | Normalize (out Vector3 result) |
return this vector normalized | |
Vector3 | Abs () |
element wise absolute value | |
void | Abs (out Vector3 result) |
element wise absolute value | |
Vector3 | Min (Vector3 v) |
element wise min | |
void | Min (ref Vector3 v, out Vector3 result) |
element wise min | |
Vector3 | Min (float f) |
element wise min | |
void | Min (float f, out Vector3 result) |
element wise min | |
Vector3 | Max (Vector3 v) |
element wise max | |
void | Max (ref Vector3 v, out Vector3 result) |
element wise max | |
Vector3 | Max (float f) |
element wise max | |
void | Max (float f, out Vector3 result) |
element wise max | |
Vector3 | Clamp (Vector3 min, Vector3 max) |
element wise clamp | |
void | Clamp (ref Vector3 min, ref Vector3 max, out Vector3 result) |
element wise clamp | |
Vector3 | Clamp (float min, float max) |
element wise clamp | |
void | Clamp (float min, float max, out Vector3 result) |
element wise clamp | |
Vector3 | Repeat (Vector3 min, Vector3 max) |
element wise repeat | |
void | Repeat (ref Vector3 min, ref Vector3 max, out Vector3 result) |
element wise repeat | |
Vector3 | Repeat (float min, float max) |
element wise repeat | |
void | Repeat (float min, float max, out Vector3 result) |
element wise repeat | |
Vector3 | Lerp (Vector3 v, float f) |
lerp between this and the other vector | |
void | Lerp (ref Vector3 v, float f, out Vector3 result) |
lerp between this and the other vector | |
Vector3 | Slerp (Vector3 v, float f) |
slerp between this and the other vector | |
void | Slerp (ref Vector3 v, float f, out Vector3 result) |
slerp between this and the other vector | |
Vector3 | MoveTo (Vector3 v, float length) |
move to target vector by specified length | |
void | MoveTo (ref Vector3 v, float length, out Vector3 result) |
move to target vector by specified length | |
Vector3 | TurnTo (Vector3 v, float angle) |
turn to target vector by specified angle | |
void | TurnTo (ref Vector3 v, float angle, out Vector3 result) |
turn to target vector by specified angle | |
float | Angle (Vector3 v) |
get the angle between this and the input vector | |
float | Angle (ref Vector3 v) |
get the angle between this and the input vector | |
Vector3 | RotateX (float angle) |
rotate this around the x axis by an angle | |
void | RotateX (float angle, out Vector3 result) |
rotate this around the x axis by an angle | |
Vector3 | RotateX (Vector2 rotation) |
rotate this around the x axis by an angle | |
void | RotateX (ref Vector2 rotation, out Vector3 result) |
rotate this around the x axis by an angle | |
Vector3 | RotateY (float angle) |
rotate this around the y axis by an angle | |
void | RotateY (float angle, out Vector3 result) |
rotate this around the y axis by an angle | |
Vector3 | RotateY (Vector2 rotation) |
rotate this around the y axis by an angle | |
void | RotateY (ref Vector2 rotation, out Vector3 result) |
rotate this around the y axis by an angle | |
Vector3 | RotateZ (float angle) |
rotate this around the z axis by an angle | |
void | RotateZ (float angle, out Vector3 result) |
rotate this around the z axis by an angle | |
Vector3 | RotateZ (Vector2 rotation) |
rotate this around the z axis by an angle | |
void | RotateZ (ref Vector2 rotation, out Vector3 result) |
rotate this around the z axis by an angle | |
Vector3 | Reflect (Vector3 normal) |
return this vector reflected about normal | |
void | Reflect (ref Vector3 normal, out Vector3 result) |
return this vector reflected about normal | |
Vector3 | Perpendicular () |
return a vector perpendicular to this | |
void | Perpendicular (out Vector3 result) |
return a vector perpendicular to this | |
Vector3 | ProjectOnLine (Vector3 point, Vector3 direction) |
project this vector onto the line (point,direction) | |
void | ProjectOnLine (ref Vector3 point, ref Vector3 direction, out Vector3 result) |
project this vector onto the line (point,direction) | |
Vector3 | Add (Vector3 v) |
return this + v | |
void | Add (ref Vector3 v, out Vector3 result) |
result = this + v | |
Vector3 | Subtract (Vector3 v) |
return this - v | |
void | Subtract (ref Vector3 v, out Vector3 result) |
result = this - v | |
Vector3 | Multiply (Vector3 v) |
return this * v | |
void | Multiply (ref Vector3 v, out Vector3 result) |
result = this * v | |
Vector3 | Multiply (float f) |
return this * f | |
void | Multiply (float f, out Vector3 result) |
result = this * f | |
Vector3 | Divide (Vector3 v) |
return this / v | |
void | Divide (ref Vector3 v, out Vector3 result) |
result = this / v | |
Vector3 | Divide (float f) |
return this / f | |
void | Divide (float f, out Vector3 result) |
result = this / f | |
Vector3 | Negate () |
return -this | |
void | Negate (out Vector3 result) |
result = -this | |
bool | IsUnit (float epsilon) |
unit vector test | |
bool | IsZero () |
test if all elements of this are zero | |
bool | IsOne () |
test if all elements of this are one | |
bool | IsInfinity () |
test if any elements of this are Infinity | |
bool | IsNaN () |
test if any elements of this are NaN | |
bool | Equals (Vector3 v, float epsilon) |
equality test with an epsilon | |
bool | Equals (Vector3 v) |
equality test | |
override bool | Equals (Object o) |
equality test | |
override string | ToString () |
return the string representation of this | |
override int | GetHashCode () |
gets the hash code for this vector | |
Static Public Member Functions | |
static float | Length (Vector3 v) |
static function equivalent to Length() | |
static float | Length (ref Vector3 v) |
static function equivalent to Length() | |
static float | LengthSquared (Vector3 v) |
static function equivalent to LengthSquared() | |
static float | LengthSquared (ref Vector3 v) |
static function equivalent to LengthSquared() | |
static float | Distance (Vector3 v1, Vector3 v2) |
static function equivalent to Distance(Vector3) | |
static float | Distance (ref Vector3 v1, ref Vector3 v2) |
static function equivalent to Distance(ref Vector3) | |
static float | DistanceSquared (Vector3 v1, Vector3 v2) |
static function equivalent to DistanceSquared(Vector3) | |
static float | DistanceSquared (ref Vector3 v1, ref Vector3 v2) |
static function equivalent to DistanceSquared(ref Vector3) | |
static float | Dot (Vector3 v1, Vector3 v2) |
static function equivalent to Dot(Vector3) | |
static float | Dot (ref Vector3 v1, ref Vector3 v2) |
static function equivalent to Dot(ref Vector3) | |
static Vector3 | Cross (Vector3 v1, Vector3 v2) |
static function equivalent to Cross(Vector3) | |
static void | Cross (ref Vector3 v1, ref Vector3 v2, out Vector3 result) |
static function equivalent to Cross(ref Vector3, out Vector3) | |
static Vector3 | Normalize (Vector3 v) |
static function equivalent to Normalize() | |
static void | Normalize (ref Vector3 v, out Vector3 result) |
static function equivalent to Normalize(out Vector3) | |
static Vector3 | Abs (Vector3 v) |
static function equivalent to Abs() | |
static void | Abs (ref Vector3 v, out Vector3 result) |
static function equivalent to Abs(out Vector3) | |
static Vector3 | Min (Vector3 v1, Vector3 v2) |
static function equivalent to Min(Vector3) | |
static void | Min (ref Vector3 v1, ref Vector3 v2, out Vector3 result) |
static function equivalent to Min(ref Vector3, out Vector3) | |
static Vector3 | Min (Vector3 v, float f) |
static function equivalent to Min(float) | |
static void | Min (ref Vector3 v, float f, out Vector3 result) |
static function equivalent to Min(float, out Vector3) | |
static Vector3 | Max (Vector3 v1, Vector3 v2) |
static function equivalent to Max(Vector3) | |
static void | Max (ref Vector3 v1, ref Vector3 v2, out Vector3 result) |
static function equivalent to Max(ref Vector3, out Vector3) | |
static Vector3 | Max (Vector3 v, float f) |
static function equivalent to Max(float) | |
static void | Max (ref Vector3 v, float f, out Vector3 result) |
static function equivalent to Max(float, out Vector3) | |
static Vector3 | Clamp (Vector3 v, Vector3 min, Vector3 max) |
static function equivalent to Clamp(Vector3, Vector3) | |
static void | Clamp (ref Vector3 v, ref Vector3 min, ref Vector3 max, out Vector3 result) |
static function equivalent to Clamp(ref Vector3, ref Vector3, out Vector3) | |
static Vector3 | Clamp (Vector3 v, float min, float max) |
static function equivalent to Clamp(float, float) | |
static void | Clamp (ref Vector3 v, float min, float max, out Vector3 result) |
static function equivalent to Clamp(float, float, out Vector3) | |
static Vector3 | Repeat (Vector3 v, Vector3 min, Vector3 max) |
static function equivalent to Repeat(Vector3, Vector3) | |
static void | Repeat (ref Vector3 v, ref Vector3 min, ref Vector3 max, out Vector3 result) |
static function equivalent to Repeat(ref Vector3, ref Vector3, out Vector3) | |
static Vector3 | Repeat (Vector3 v, float min, float max) |
static function equivalent to Repeat(float, float) | |
static void | Repeat (ref Vector3 v, float min, float max, out Vector3 result) |
static function equivalent to Repeat(float, float, out Vector3) | |
static Vector3 | Lerp (Vector3 v1, Vector3 v2, float f) |
static function equivalent to Lerp(Vector3, float) | |
static void | Lerp (ref Vector3 v1, ref Vector3 v2, float f, out Vector3 result) |
static function equivalent to Lerp(ref Vector3, float, out Vector3) | |
static Vector3 | Slerp (Vector3 v1, Vector3 v2, float f) |
static function equivalent to Slerp(Vector3, float) | |
static void | Slerp (ref Vector3 v1, ref Vector3 v2, float f, out Vector3 result) |
static function equivalent to Slerp(ref Vector3, float, out Vector3) | |
static Vector3 | MoveTo (Vector3 v1, Vector3 v2, float length) |
static function equivalent to MoveTo(Vector3, float) | |
static void | MoveTo (ref Vector3 v1, ref Vector3 v2, float length, out Vector3 result) |
static function equivalent to MoveTo(ref Vector3, float, out Vector3) | |
static Vector3 | TurnTo (Vector3 v1, Vector3 v2, float angle) |
static function equivalent to TurnTo(Vector3, float) | |
static void | TurnTo (ref Vector3 v1, ref Vector3 v2, float angle, out Vector3 result) |
static function equivalent to TurnTo(ref Vector3, float, out Vector3) | |
static float | Angle (Vector3 v1, Vector3 v2) |
static function equivalent to Angle(Vector3) | |
static float | Angle (ref Vector3 v1, ref Vector3 v2) |
static function equivalent to Angle(ref Vector3) | |
static Vector3 | RotateX (Vector3 v, float angle) |
static function equivalent to RotateX(float) | |
static void | RotateX (ref Vector3 v, float angle, out Vector3 result) |
static function equivalent to RotateX(float, out Vector3) | |
static Vector3 | RotateX (Vector3 v, Vector2 rotation) |
static function equivalent to RotateX(Vector2) | |
static void | RotateX (ref Vector3 v, ref Vector2 rotation, out Vector3 result) |
static function equivalent to RotateX(ref Vector2, out Vector3) | |
static Vector3 | RotateY (Vector3 v, float angle) |
static function equivalent to RotateY(float) | |
static void | RotateY (ref Vector3 v, float angle, out Vector3 result) |
static function equivalent to RotateY(float, out Vector3) | |
static Vector3 | RotateY (Vector3 v, Vector2 rotation) |
static function equivalent to RotateY(Vector2) | |
static void | RotateY (ref Vector3 v, ref Vector2 rotation, out Vector3 result) |
static function equivalent to RotateY(ref Vector2, out Vector3) | |
static Vector3 | RotateZ (Vector3 v, float angle) |
static function equivalent to RotateZ(float) | |
static void | RotateZ (ref Vector3 v, float angle, out Vector3 result) |
static function equivalent to RotateZ(float, out Vector3) | |
static Vector3 | RotateZ (Vector3 v, Vector2 rotation) |
static function equivalent to RotateZ(Vector2) | |
static void | RotateZ (ref Vector3 v, ref Vector2 rotation, out Vector3 result) |
static function equivalent to RotateZ(ref Vector2, out Vector3) | |
static Vector3 | Reflect (Vector3 v, Vector3 normal) |
static function equivalent to Reflect(Vector3) | |
static void | Reflect (ref Vector3 v, ref Vector3 normal, out Vector3 result) |
static function equivalent to Reflect(ref Vector3, out Vector3) | |
static Vector3 | Perpendicular (Vector3 v) |
static function equivalent to Perpendicular() | |
static void | Perpendicular (ref Vector3 v, out Vector3 result) |
static function equivalent to Perpendicular(out Vector3) | |
static Vector3 | ProjectOnLine (Vector3 v, Vector3 point, Vector3 direction) |
static function equivalent to ProjectOnLine(Vector3, Vector3) | |
static void | ProjectOnLine (ref Vector3 v, ref Vector3 point, ref Vector3 direction, out Vector3 result) |
static function equivalent to ProjectOnLine(ref Vector3, ref Vector3, out Vector3) | |
static Vector3 | Add (Vector3 v1, Vector3 v2) |
static function equivalent to Add(Vector3) | |
static void | Add (ref Vector3 v1, ref Vector3 v2, out Vector3 result) |
static function equivalent to Add(ref Vector3, out Vector3) | |
static Vector3 | Subtract (Vector3 v1, Vector3 v2) |
static function equivalent to Subtract(Vector3) | |
static void | Subtract (ref Vector3 v1, ref Vector3 v2, out Vector3 result) |
static function equivalent to Subtract(ref Vector3, out Vector3) | |
static Vector3 | Multiply (Vector3 v1, Vector3 v2) |
static function equivalent to Multiply(Vector3) | |
static void | Multiply (ref Vector3 v1, ref Vector3 v2, out Vector3 result) |
static function equivalent to Multiply(ref Vector3, out Vector3) | |
static Vector3 | Multiply (Vector3 v, float f) |
static function equivalent to Multiply(float) | |
static void | Multiply (ref Vector3 v, float f, out Vector3 result) |
static function equivalent to Multiply(float, out Vector3) | |
static Vector3 | Divide (Vector3 v1, Vector3 v2) |
static function equivalent to Divide(Vector3) | |
static void | Divide (ref Vector3 v1, ref Vector3 v2, out Vector3 result) |
static function equivalent to Divide(ref Vector3, out Vector3) | |
static Vector3 | Divide (Vector3 v, float f) |
static function equivalent to Divide(float) | |
static void | Divide (ref Vector3 v, float f, out Vector3 result) |
static function equivalent to Divide(float, out Vector3) | |
static Vector3 | Negate (Vector3 v) |
static function equivalent to Negate() | |
static void | Negate (ref Vector3 v, out Vector3 result) |
static function equivalent to Negate(out Vector3) | |
static bool | operator== (Vector3 v1, Vector3 v2) |
equality operator | |
static bool | operator!= (Vector3 v1, Vector3 v2) |
not equals operator | |
static Vector3 | operator+ (Vector3 v1, Vector3 v2) |
vector addition operator | |
static Vector3 | operator+ (Vector3 v, float f) |
adds a scalar float to each element of a vector | |
static Vector3 | operator+ (float f, Vector3 v) |
adds a scalar float to each element of a vector | |
static Vector3 | operator- (Vector3 v1, Vector3 v2) |
vector subtraction operator | |
static Vector3 | operator- (Vector3 v, float f) |
subtract a scalar float from each element of a vector | |
static Vector3 | operator- (float f, Vector3 v) |
creates a new vector consisting of {f, f, f}, and then subtracts v from it | |
static Vector3 | operator- (Vector3 v) |
unary minus operator | |
static Vector3 | operator* (Vector3 v1, Vector3 v2) |
multiplication operator | |
static Vector3 | operator* (Vector3 v, float f) |
multiply each element of vector by scalar float | |
static Vector3 | operator* (float f, Vector3 v) |
multiply each element of vector by scalar float | |
static Vector3 | operator/ (Vector3 v1, Vector3 v2) |
division operator | |
static Vector3 | operator/ (Vector3 v, float f) |
divide each element of a vector by a scalar float | |
static Vector3 | operator/ (float f, Vector3 v) |
create a new vector consisting of {f, f, f} and divide it by vec | |
Public Attributes | |
float | X |
X. | |
float | Y |
Y. | |
float | Z |
Z. | |
Static Public Attributes | |
static readonly Vector3 | Zero = new Vector3(0.0f, 0.0f, 0.0f) |
return a vector of all zeros | |
static readonly Vector3 | One = new Vector3(1.0f, 1.0f, 1.0f) |
return a vector of all ones | |
static readonly Vector3 | UnitX = new Vector3(1.0f, 0.0f, 0.0f) |
return a Vector3 with the x component set to one, and all others set to zero | |
static readonly Vector3 | UnitY = new Vector3(0.0f, 1.0f, 0.0f) |
return a Vector3 with the y component set to one, and all others set to zero | |
static readonly Vector3 | UnitZ = new Vector3(0.0f, 0.0f, 1.0f) |
return a Vector3 with the z component set to one, and all others set to zero | |
Properties | |
float | R [get, set] |
Red. | |
float | G [get, set] |
Green. | |
float | B [get, set] |
Blue. | |
Vector3 | Xxx [get] |
Vector3 | Yxx [get] |
Vector3 | Zxx [get] |
Vector3 | Xyx [get] |
Vector3 | Yyx [get] |
Vector3 | Zyx [get, set] |
Vector3 | Xzx [get] |
Vector3 | Yzx [get, set] |
Vector3 | Zzx [get] |
Vector3 | Xxy [get] |
Vector3 | Yxy [get] |
Vector3 | Zxy [get, set] |
Vector3 | Xyy [get] |
Vector3 | Yyy [get] |
Vector3 | Zyy [get] |
Vector3 | Xzy [get, set] |
Vector3 | Yzy [get] |
Vector3 | Zzy [get] |
Vector3 | Xxz [get] |
Vector3 | Yxz [get, set] |
Vector3 | Zxz [get] |
Vector3 | Xyz [get, set] |
Vector3 | Yyz [get] |
Vector3 | Zyz [get] |
Vector3 | Xzz [get] |
Vector3 | Yzz [get] |
Vector3 | Zzz [get] |
Vector2 | Xx [get] |
Vector2 | Yx [get, set] |
Vector2 | Zx [get, set] |
Vector2 | Xy [get, set] |
Vector2 | Yy [get] |
Vector2 | Zy [get, set] |
Vector2 | Xz [get, set] |
Vector2 | Yz [get, set] |
Vector2 | Zz [get] |
Vector4 | Xyz0 [get] |
return a 4 element vector consisting of the current vector with the w component set to 0 | |
Vector4 | Xyz1 [get] |
return a 4 element vector consisting of the current vector with the w component set to 1 |
vector of 3 floats
Vector3 | ( | float | x, |
float | y, | ||
float | z | ||
) |
constructor taking three floats
x | x value to initialize with |
y | y value to initialize with |
z | z value to initialize with |
constructor taking a Vector2 and a float
xy | x and y values to initialize with |
z | z value to initialize with |
Vector3 | ( | float | f | ) |
constructor taking one float
f | f |
Vector3 Abs | ( | ) |
element wise absolute value
void Abs | ( | out Vector3 | result | ) |
element wise absolute value
result | element wise absolute value of this |
static function equivalent to Abs(out Vector3)
v | vector |
result | element wise absolute value of v |
static function equivalent to Add(ref Vector3, out Vector3)
v1 | vector 1 |
v2 | vector 2 |
result | v1 + v2 |
float Angle | ( | Vector3 | v | ) |
get the angle between this and the input vector
v | the vector to get the angle to |
float Angle | ( | ref Vector3 | v | ) |
get the angle between this and the input vector
v | the vector to get the angle to |
static function equivalent to Angle(Vector3)
v1 | vector 1 |
v2 | vector 2 |
static function equivalent to Angle(ref Vector3)
v1 | vector 1 |
v2 | vector 2 |
element wise clamp
min | min values to clamp against |
max | max values to clamp against |
element wise clamp
min | min values to clamp against |
max | max values to clamp against |
result | a new vector consisting of each element of this clamped between min and max |
Vector3 Clamp | ( | float | min, |
float | max | ||
) |
element wise clamp
min | min value to clamp against |
max | max value to clamp against |
void Clamp | ( | float | min, |
float | max, | ||
out Vector3 | result | ||
) |
element wise clamp
min | min value to clamp against |
max | max value to clamp against |
result | a new vector consisting of each element of this clamped between min and max |
static function equivalent to Clamp(Vector3, Vector3)
v | vector |
min | min values to clamp against |
max | max values to clamp against |
static function equivalent to Clamp(ref Vector3, ref Vector3, out Vector3)
v | vector |
min | min values to clamp against |
max | max values to clamp against |
result | a new vector consisting of each element of v clamped between min and max |
static function equivalent to Clamp(float, float)
v | vector |
min | min value to clamp against |
max | max value to clamp against |
static function equivalent to Clamp(float, float, out Vector3)
v | vector |
min | min value to clamp against |
max | max value to clamp against |
result | a new vector consisting of each element of v clamped between min and max |
cross product
v | vector to take the cross product with |
result | cross product of this and v |
static function equivalent to Cross(Vector3)
v1 | vector 1 |
v2 | vector 2 |
static function equivalent to Cross(ref Vector3, out Vector3)
v1 | vector 1 |
v2 | vector 2 |
result | cross product of v1 and v2 |
cross product
v | vector to take the cross product with |
float Distance | ( | ref Vector3 | v | ) |
get the distance between this and another vector
v | the vector to get the distance to |
static function equivalent to Distance(Vector3)
v1 | vector 1 |
v2 | vector 2 |
static function equivalent to Distance(ref Vector3)
v1 | vector 1 |
v2 | vector 2 |
float Distance | ( | Vector3 | v | ) |
get the distance between this and another vector
v | the vector to get the distance to |
float DistanceSquared | ( | Vector3 | v | ) |
get the distance squared between this and another vector
v | the vector to get the distance squared to |
static function equivalent to DistanceSquared(Vector3)
v1 | vector 1 |
v2 | vector 2 |
static function equivalent to DistanceSquared(ref Vector3)
v1 | vector 1 |
v2 | vector 2 |
float DistanceSquared | ( | ref Vector3 | v | ) |
get the distance squared between this and another vector
v | the vector to get the distance squared to |
Vector3 Divide | ( | float | f | ) |
return this / f
f | scalar |
result = this / v
v | vector |
result | this / v |
void Divide | ( | float | f, |
out Vector3 | result | ||
) |
result = this / f
f | scalar |
result | this / f |
static function equivalent to Divide(ref Vector3, out Vector3)
v1 | vector 1 |
v2 | vector 2 |
result | v1 / v2 |
static function equivalent to Divide(float, out Vector3)
v | vector |
f | scalar |
result | v / f |
float Dot | ( | ref Vector3 | v | ) |
dot product of this and v
v | vector to take the dot product with |
static function equivalent to Dot(Vector3)
v1 | vector 1 |
v2 | vector 2 |
static function equivalent to Dot(ref Vector3)
v1 | vector 1 |
v2 | vector 2 |
float Dot | ( | Vector3 | v | ) |
dot product of this and v
v | vector to take the dot product with |
bool Equals | ( | Vector3 | v, |
float | epsilon | ||
) |
equality test with an epsilon
v | the vector to compare this to |
epsilon | the epsilon to use in comparison |
bool Equals | ( | Vector3 | v | ) |
equality test
v | the vector to compare this to |
override bool Equals | ( | Object | o | ) |
equality test
o | the object to compare this to |
override int GetHashCode | ( | ) |
gets the hash code for this vector
bool IsInfinity | ( | ) |
test if any elements of this are Infinity
bool IsNaN | ( | ) |
test if any elements of this are NaN
bool IsOne | ( | ) |
test if all elements of this are one
bool IsUnit | ( | float | epsilon | ) |
unit vector test
epsilon | epsilon used to test |
bool IsZero | ( | ) |
test if all elements of this are zero
static float Length | ( | Vector3 | v | ) | [static] |
static float Length | ( | ref Vector3 | v | ) | [static] |
float Length | ( | ) |
return the length of this vector
float LengthSquared | ( | ) |
return the length squared of this vector
static float LengthSquared | ( | Vector3 | v | ) | [static] |
static function equivalent to LengthSquared()
v | vector |
static float LengthSquared | ( | ref Vector3 | v | ) | [static] |
static function equivalent to LengthSquared()
v | vector |
lerp between this and the other vector
v | the other vector to lerp to |
f | lerp amount |
result | a Vector3 where each element is the result of lerping f between the corresponding elements of this and other |
static function equivalent to Lerp(Vector3, float)
v1 | vector 1 |
v2 | vector 2 |
f | lerp amount |
static function equivalent to Lerp(ref Vector3, float, out Vector3)
v1 | vector 1 |
v2 | vector 2 |
f | lerp amount |
result | a Vector3 where each element is the result of lerping f between the corresponding elements of v1 and v2 |
lerp between this and the other vector
v | the other vector to lerp to |
f | lerp amount |
element wise max
v | vector to compare to this |
element wise max
v | vector to compare to this |
result | the max of this and v |
Vector3 Max | ( | float | f | ) |
element wise max
f | scalar to compare to this |
void Max | ( | float | f, |
out Vector3 | result | ||
) |
element wise max
f | scalar to compare to this |
result | the max of this and f |
static function equivalent to Max(Vector3)
v1 | vector 1 |
v2 | vector 2 |
static function equivalent to Max(ref Vector3, out Vector3)
v1 | vector 1 |
v2 | vector 2 |
result | the max of v1 and v2 |
static function equivalent to Max(float, out Vector3)
v | vector |
f | scalar |
result | the max of v and f |
element wise min
v | vector to compare to this |
result | the min of this and v |
Vector3 Min | ( | float | f | ) |
element wise min
f | scalar to compare to this |
void Min | ( | float | f, |
out Vector3 | result | ||
) |
element wise min
f | scalar to compare to this |
result | the min of this and f |
static function equivalent to Min(Vector3)
v1 | vector 1 |
v2 | vector 2 |
static function equivalent to Min(ref Vector3, out Vector3)
v1 | vector 1 |
v2 | vector 2 |
result | the min of v1 and v2 |
static function equivalent to Min(float, out Vector3)
v | vector |
f | scalar |
result | the min of v and f |
element wise min
v | vector to compare to this |
move to target vector by specified length
v | target vector |
length | step length |
move to target vector by specified length
v | target vector |
length | step length |
result | a new vector moved to target vector by specified length |
static function equivalent to MoveTo(Vector3, float)
v1 | vector 1 |
v2 | vector 2 |
length | step length |
static function equivalent to MoveTo(ref Vector3, float, out Vector3)
v1 | vector 1 |
v2 | vector 2 |
length | step length |
result | a new vector moved to target vector by specified length |
result = this * v
v | vector |
result | this * v |
Vector3 Multiply | ( | float | f | ) |
return this * f
f | scalar |
void Multiply | ( | float | f, |
out Vector3 | result | ||
) |
result = this * f
f | scalar |
result | this * f |
static function equivalent to Multiply(float, out Vector3)
v | vector |
f | scalar |
result | v * f |
static function equivalent to Multiply(ref Vector3, out Vector3)
v1 | vector 1 |
v2 | vector 2 |
result | v1 * v2 |
void Negate | ( | out Vector3 | result | ) |
result = -this
result | -this |
Vector3 Negate | ( | ) |
return -this
static function equivalent to Negate(out Vector3)
v | vector |
result | -v |
Vector3 Normalize | ( | ) |
return this vector normalized
void Normalize | ( | out Vector3 | result | ) |
return this vector normalized
result | this vector normalized |
static function equivalent to Normalize(out Vector3)
v | vector |
result | the vector normalized |
not equals operator
v1 | vector 1 |
v2 | vector 2 |
multiply each element of vector by scalar float
v | the vector to multiply |
f | the scalar to multiply each element of the vector by |
multiply each element of vector by scalar float
f | the scalar to multiply each element of the vector by |
v | the vector to multiply |
multiplication operator
v1 | vector 1 |
v2 | vector 2 |
adds a scalar float to each element of a vector
f | the scalar float to add each element of the vector |
v | the vector to add |
adds a scalar float to each element of a vector
v | the vector to add |
f | the scalar float to add each element of the vector |
vector addition operator
v1 | vector 1 |
v2 | vector 2 |
vector subtraction operator
v1 | vector 1 |
v2 | vector 2 |
creates a new vector consisting of {f, f, f}, and then subtracts v from it
f | the scalar that we subtract v from |
v | the vector to subtract |
subtract a scalar float from each element of a vector
v | the vector to subtract from |
f | the scalar float to subtract from each element of the vector |
unary minus operator
v | the vector to negate |
create a new vector consisting of {f, f, f} and divide it by vec
f | the scalar to divide by vector |
v | the vector to divide by |
divide each element of a vector by a scalar float
v | the vector to divide by scalar |
f | the scalar to divide by |
division operator
v1 | vector 1 |
v2 | vector 2 |
equality operator
v1 | vector 1 |
v2 | vector 2 |
static function equivalent to Perpendicular()
v | vector |
static function equivalent to Perpendicular(out Vector3)
v | vector |
result | a vector perpendicular to v |
Vector3 Perpendicular | ( | ) |
return a vector perpendicular to this
void Perpendicular | ( | out Vector3 | result | ) |
return a vector perpendicular to this
result | a vector perpendicular to this |
static void ProjectOnLine | ( | ref Vector3 | v, |
ref Vector3 | point, | ||
ref Vector3 | direction, | ||
out Vector3 | result | ||
) | [static] |
static function equivalent to ProjectOnLine(ref Vector3, ref Vector3, out Vector3)
v | vector |
point | line start point |
direction | line direction |
result | the vector projected onto the line (point,direction) |
project this vector onto the line (point,direction)
point | line start point |
direction | line direction |
static function equivalent to ProjectOnLine(Vector3, Vector3)
v | vector |
point | line start point |
direction | line direction |
project this vector onto the line (point,direction)
point | line start point |
direction | line direction |
result | this vector projected onto the line (point,direction) |
static function equivalent to Reflect(Vector3)
v | vector |
normal | the vector to reflect about |
return this vector reflected about normal
normal | the vector to reflect about |
static function equivalent to Reflect(ref Vector3, out Vector3)
v | vector |
normal | the vector to reflect about |
result | the vector reflected about normal |
return this vector reflected about normal
normal | the vector to reflect about |
result | this vector reflected about normal |
element wise repeat
min | min values to repeat over |
max | max values to repeat over |
result | a new vector consisting of each element of this repeated between min and max |
static function equivalent to Repeat(float, float, out Vector3)
v | vector |
min | min value to repeat over |
max | max value to repeat over |
result | a new vector consisting of each element of v repeated between min and max |
static function equivalent to Repeat(float, float)
v | vector |
min | min value to repeat over |
max | max value to repeat over |
void Repeat | ( | float | min, |
float | max, | ||
out Vector3 | result | ||
) |
element wise repeat
min | min value to repeat over |
max | max value to repeat over |
result | a new vector consisting of each element of this repeated between min and max |
element wise repeat
min | min values to repeat over |
max | max values to repeat over |
Vector3 Repeat | ( | float | min, |
float | max | ||
) |
element wise repeat
min | min value to repeat over |
max | max value to repeat over |
static function equivalent to Repeat(Vector3, Vector3)
v | vector |
min | min values to repeat over |
max | max values to repeat over |
static function equivalent to Repeat(ref Vector3, ref Vector3, out Vector3)
v | vector |
min | min values to repeat over |
max | max values to repeat over |
result | a new vector consisting of each element of v repeated between min and max |
rotate this around the x axis by an angle
rotation | a vector containing the cos and sin of the angle to rotate by |
Vector3 RotateX | ( | float | angle | ) |
rotate this around the x axis by an angle
angle | angle to rotate by |
void RotateX | ( | float | angle, |
out Vector3 | result | ||
) |
rotate this around the x axis by an angle
angle | angle to rotate by |
result | the rotated vector |
rotate this around the x axis by an angle
rotation | a vector containing the cos and sin of the angle to rotate by |
result | the rotated vector |
static function equivalent to RotateX(float, out Vector3)
v | vector |
angle | angle to rotate by |
result | the rotated vector |
static function equivalent to RotateX(Vector2)
v | vector |
rotation | a vector containing the cos and sin of the angle to rotate by |
static function equivalent to RotateX(ref Vector2, out Vector3)
v | vector |
rotation | a vector containing the cos and sin of the angle to rotate by |
result | the rotated vector |
static function equivalent to RotateX(float)
v | vector |
angle | angle to rotate by |
rotate this around the y axis by an angle
rotation | a vector containing the cos and sin of the angle to rotate by |
static function equivalent to RotateY(ref Vector2, out Vector3)
v | vector |
rotation | a vector containing the cos and sin of the angle to rotate by |
result | the rotated vector |
void RotateY | ( | float | angle, |
out Vector3 | result | ||
) |
rotate this around the y axis by an angle
angle | angle to rotate by |
result | the rotated vector |
Vector3 RotateY | ( | float | angle | ) |
rotate this around the y axis by an angle
angle | angle to rotate by |
static function equivalent to RotateY(float)
v | vector |
angle | angle to rotate by |
rotate this around the y axis by an angle
rotation | a vector containing the cos and sin of the angle to rotate by |
result | the rotated vector |
static function equivalent to RotateY(float, out Vector3)
v | vector |
angle | angle to rotate by |
result | the rotated vector |
static function equivalent to RotateY(Vector2)
v | vector |
rotation | a vector containing the cos and sin of the angle to rotate by |
rotate this around the z axis by an angle
rotation | a vector containing the cos and sin of the angle to rotate by |
static function equivalent to RotateZ(Vector2)
v | vector |
rotation | a vector containing the cos and sin of the angle to rotate by |
static function equivalent to RotateZ(ref Vector2, out Vector3)
v | vector |
rotation | a vector containing the cos and sin of the angle to rotate by |
result | the rotated vector |
static function equivalent to RotateZ(float, out Vector3)
v | vector |
angle | angle to rotate by |
result | the rotated vector |
Vector3 RotateZ | ( | float | angle | ) |
rotate this around the z axis by an angle
angle | angle to rotate by |
static function equivalent to RotateZ(float)
v | vector |
angle | angle to rotate by |
rotate this around the z axis by an angle
rotation | a vector containing the cos and sin of the angle to rotate by |
result | the rotated vector |
void RotateZ | ( | float | angle, |
out Vector3 | result | ||
) |
rotate this around the z axis by an angle
angle | angle to rotate by |
result | the rotated vector |
static function equivalent to Slerp(Vector3, float)
v1 | vector 1 |
v2 | vector 2 |
f | slerp amount |
slerp between this and the other vector
v | the other vector to slerp to |
f | slerp amount |
slerp between this and the other vector
v | the other vector to slerp to |
f | slerp amount |
result | slerp between this and v |
static function equivalent to Slerp(ref Vector3, float, out Vector3)
v1 | vector 1 |
v2 | vector 2 |
f | slerp amount |
result | slerp between v1 and v2 |
static function equivalent to Subtract(ref Vector3, out Vector3)
v1 | vector 1 |
v2 | vector 2 |
result | v1 - v2 |
result = this - v
v | vector |
result | this - v |
override string ToString | ( | ) |
return the string representation of this
static function equivalent to TurnTo(Vector3, float)
v1 | vector 1 |
v2 | vector 2 |
angle | step angle |
turn to target vector by specified angle
v | target vector |
angle | step angle |
result | a new vector turned to target vector by specified angle |
static function equivalent to TurnTo(ref Vector3, float, out Vector3)
v1 | vector 1 |
v2 | vector 2 |
angle | step angle |
result | a new vector turned to target vector by specified angle |
turn to target vector by specified angle
v | target vector |
angle | step angle |
return a vector of all ones
float X |
X.
float Y |
Y.
float Z |
Z.
return a vector of all zeros
float B [get, set] |
Blue.
float G [get, set] |
Green.
float R [get, set] |
Red.
Vector2 Xx [get] |
return a new vector consisting of the current vector's x, x values
Vector3 Xxx [get] |
return a new vector consisting of the current vector's x, x, x values
Vector3 Xxy [get] |
return a new vector consisting of the current vector's x, x, y values
Vector3 Xxz [get] |
return a new vector consisting of the current vector's x, x, z values
Vector2 Xy [get, set] |
return a new vector consisting of, or set, the current vector's x, y values
Vector3 Xyx [get] |
return a new vector consisting of the current vector's x, y, x values
Vector3 Xyy [get] |
return a new vector consisting of the current vector's x, y, y values
Vector3 Xyz [get, set] |
return a new vector consisting of, or set, the current vector's x, y, z values
Vector4 Xyz0 [get] |
return a 4 element vector consisting of the current vector with the w component set to 0
Vector4 Xyz1 [get] |
return a 4 element vector consisting of the current vector with the w component set to 1
Vector2 Xz [get, set] |
return a new vector consisting of, or set, the current vector's x, z values
Vector3 Xzx [get] |
return a new vector consisting of the current vector's x, z, x values
Vector3 Xzy [get, set] |
return a new vector consisting of, or set, the current vector's x, z, y values
Vector3 Xzz [get] |
return a new vector consisting of the current vector's x, z, z values
Vector2 Yx [get, set] |
return a new vector consisting of, or set, the current vector's y, x values
Vector3 Yxx [get] |
return a new vector consisting of the current vector's y, x, x values
Vector3 Yxy [get] |
return a new vector consisting of the current vector's y, x, y values
Vector3 Yxz [get, set] |
return a new vector consisting of, or set, the current vector's y, x, z values
Vector2 Yy [get] |
return a new vector consisting of the current vector's y, y values
Vector3 Yyx [get] |
return a new vector consisting of the current vector's y, y, x values
Vector3 Yyy [get] |
return a new vector consisting of the current vector's y, y, y values
Vector3 Yyz [get] |
return a new vector consisting of the current vector's y, y, z values
Vector2 Yz [get, set] |
return a new vector consisting of, or set, the current vector's y, z values
Vector3 Yzx [get, set] |
return a new vector consisting of, or set, the current vector's y, z, x values
Vector3 Yzy [get] |
return a new vector consisting of the current vector's y, z, y values
Vector3 Yzz [get] |
return a new vector consisting of the current vector's y, z, z values
Vector2 Zx [get, set] |
return a new vector consisting of, or set, the current vector's z, x values
Vector3 Zxx [get] |
return a new vector consisting of the current vector's z, x, x values
Vector3 Zxy [get, set] |
return a new vector consisting of, or set, the current vector's z, x, y values
Vector3 Zxz [get] |
return a new vector consisting of the current vector's z, x, z values
Vector2 Zy [get, set] |
return a new vector consisting of, or set, the current vector's z, y values
Vector3 Zyx [get, set] |
return a new vector consisting of, or set, the current vector's z, y, x values
Vector3 Zyy [get] |
return a new vector consisting of the current vector's z, y, y values
Vector3 Zyz [get] |
return a new vector consisting of the current vector's z, y, z values
Vector2 Zz [get] |
return a new vector consisting of the current vector's z, z values
Vector3 Zzx [get] |
return a new vector consisting of the current vector's z, z, x values
Vector3 Zzy [get] |
return a new vector consisting of the current vector's z, z, y values
Vector3 Zzz [get] |
return a new vector consisting of the current vector's z, z, z values