Inherits IEquatable< Vector3 >.
|
static Vector3 | Add (Vector3 value1, Vector3 value2) |
|
static void | Add (ref Vector3 value1, ref Vector3 value2, out Vector3 result) |
|
static Vector3 | Barycentric (Vector3 value1, Vector3 value2, Vector3 value3, float amount1, float amount2) |
|
static void | Barycentric (ref Vector3 value1, ref Vector3 value2, ref Vector3 value3, float amount1, float amount2, out Vector3 result) |
|
static Vector3 | CatmullRom (Vector3 value1, Vector3 value2, Vector3 value3, Vector3 value4, float amount) |
|
static void | CatmullRom (ref Vector3 value1, ref Vector3 value2, ref Vector3 value3, ref Vector3 value4, float amount, out Vector3 result) |
|
static Vector3 | Clamp (Vector3 value1, Vector3 min, Vector3 max) |
|
static void | Clamp (ref Vector3 value1, ref Vector3 min, ref Vector3 max, out Vector3 result) |
|
static Vector3 | Cross (Vector3 vector1, Vector3 vector2) |
|
static void | Cross (ref Vector3 vector1, ref Vector3 vector2, out Vector3 result) |
|
static float | Distance (Vector3 vector1, Vector3 vector2) |
|
static void | Distance (ref Vector3 value1, ref Vector3 value2, out float result) |
|
static float | DistanceSquared (Vector3 value1, Vector3 value2) |
|
static void | DistanceSquared (ref Vector3 value1, ref Vector3 value2, out float result) |
|
static Vector3 | Divide (Vector3 value1, Vector3 value2) |
|
static Vector3 | Divide (Vector3 value1, float value2) |
|
static void | Divide (ref Vector3 value1, float divisor, out Vector3 result) |
|
static void | Divide (ref Vector3 value1, ref Vector3 value2, out Vector3 result) |
|
static float | Dot (Vector3 vector1, Vector3 vector2) |
|
static void | Dot (ref Vector3 vector1, ref Vector3 vector2, out float result) |
|
static Vector3 | Hermite (Vector3 value1, Vector3 tangent1, Vector3 value2, Vector3 tangent2, float amount) |
|
static void | Hermite (ref Vector3 value1, ref Vector3 tangent1, ref Vector3 value2, ref Vector3 tangent2, float amount, out Vector3 result) |
|
static Vector3 | Lerp (Vector3 value1, Vector3 value2, float amount) |
|
static void | Lerp (ref Vector3 value1, ref Vector3 value2, float amount, out Vector3 result) |
|
static Vector3 | Max (Vector3 value1, Vector3 value2) |
|
static void | Max (ref Vector3 value1, ref Vector3 value2, out Vector3 result) |
|
static Vector3 | Min (Vector3 value1, Vector3 value2) |
|
static void | Min (ref Vector3 value1, ref Vector3 value2, out Vector3 result) |
|
static Vector3 | Multiply (Vector3 value1, Vector3 value2) |
|
static Vector3 | Multiply (Vector3 value1, float scaleFactor) |
|
static void | Multiply (ref Vector3 value1, float scaleFactor, out Vector3 result) |
|
static void | Multiply (ref Vector3 value1, ref Vector3 value2, out Vector3 result) |
|
static Vector3 | Negate (Vector3 value) |
|
static void | Negate (ref Vector3 value, out Vector3 result) |
|
static Vector3 | Normalize (Vector3 vector) |
|
static void | Normalize (ref Vector3 value, out Vector3 result) |
|
static Vector3 | Reflect (Vector3 vector, Vector3 normal) |
|
static void | Reflect (ref Vector3 vector, ref Vector3 normal, out Vector3 result) |
|
static Vector3 | SmoothStep (Vector3 value1, Vector3 value2, float amount) |
|
static void | SmoothStep (ref Vector3 value1, ref Vector3 value2, float amount, out Vector3 result) |
|
static Vector3 | Subtract (Vector3 value1, Vector3 value2) |
|
static void | Subtract (ref Vector3 value1, ref Vector3 value2, out Vector3 result) |
|
static Vector3 | Transform (Vector3 position, Matrix matrix) |
|
static void | Transform (ref Vector3 position, ref Matrix matrix, out Vector3 result) |
|
static void | Transform (Vector3[] sourceArray, ref Matrix matrix, Vector3[] destinationArray) |
|
static void | Transform (Vector3[] sourceArray, int sourceIndex, ref Matrix matrix, Vector3[] destinationArray, int destinationIndex, int length) |
|
static Vector3 | Transform (Vector3 vec, Quaternion quat) |
| Transforms a vector by a quaternion rotation. More...
|
|
static void | Transform (ref Vector3 value, ref Quaternion rotation, out Vector3 result) |
| Transforms a vector by a quaternion rotation. More...
|
|
static void | Transform (Vector3[] sourceArray, ref Quaternion rotation, Vector3[] destinationArray) |
| Transforms an array of vectors by a quaternion rotation. More...
|
|
static void | Transform (Vector3[] sourceArray, int sourceIndex, ref Quaternion rotation, Vector3[] destinationArray, int destinationIndex, int length) |
| Transforms an array of vectors within a given range by a quaternion rotation. More...
|
|
static Vector3 | TransformNormal (Vector3 normal, Matrix matrix) |
|
static void | TransformNormal (ref Vector3 normal, ref Matrix matrix, out Vector3 result) |
|
static bool | operator== (Vector3 value1, Vector3 value2) |
|
static bool | operator!= (Vector3 value1, Vector3 value2) |
|
static Vector3 | operator+ (Vector3 value1, Vector3 value2) |
|
static Vector3 | operator- (Vector3 value) |
|
static Vector3 | operator- (Vector3 value1, Vector3 value2) |
|
static Vector3 | operator* (Vector3 value1, Vector3 value2) |
|
static Vector3 | operator* (Vector3 value, float scaleFactor) |
|
static Vector3 | operator* (float scaleFactor, Vector3 value) |
|
static Vector3 | operator/ (Vector3 value1, Vector3 value2) |
|
static Vector3 | operator/ (Vector3 value, float divider) |
|
static | operator SFML.System.Vector3f (Vector3 vector) |
|
static | operator Vector3 (SFML.System.Vector3f vector) |
|
Struct for representing a Vector3.