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| Vec3 (float x=0f, float y=0f, float z=0f, float w=-1f) |
| Initializes a new instance of the Vec3 struct.
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| Vec3 (Vec3 c, float w=-1) |
| Initializes a new instance of the Vec3 struct.
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| Vec3 (Vec2 xy, float z=0f, float w=-1f) |
| Initializes a new instance of the Vec3 struct.
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| Vec3 (Vector3 vector3) |
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override bool | Equals (object obj) |
| Determines whether the specified generic object is equal to this instance.
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override int | GetHashCode () |
| Returns a hash code for this instance. This value changes when one of the X, Y, or Z values changes. Therefore, do not put Vec3 objects to a Hash table. If you have to, then do not change any of the values of the object after it is put to a Hash table.
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Vec3 | NormalizedCopy () |
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float | Normalize () |
| Normalizes current vector.
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Vec3 | ClampedCopy (float min, float max) |
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Vec3 | ClampedCopy (float min, float max, out bool valueClamped) |
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void | NormalizeWithoutChangingZ () |
| Normalizes current vector without changing Z component.
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bool | NearlyEquals (Vec3 v, float epsilon=MBMath.Epsilon) |
| Checks if vector is nearly equals to another vector.
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void | RotateAboutX (float a) |
| Rotates the vector about X axis.
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void | RotateAboutY (float a) |
| Rotates the vector about Y axis.
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void | RotateAboutZ (float a) |
| Rotates the vector about Z axis.
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Vec3 | RotateAboutAnArbitraryVector (Vec3 vec, float a) |
| Rotates the vector about param vector.
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Vec3 | Reflect (Vec3 normal) |
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Vec3 | ProjectOnUnitVector (Vec3 ov) |
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float | DistanceSquared (Vec3 v) |
| Square of the length of distance from v.
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float | Distance (Vec3 v) |
| The length of distance from v.
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override string | ToString () |
| Creates readable string representation.
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static Vec3 | Abs (Vec3 vec) |
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static | operator Vector3 (Vec3 vec3) |
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static float | DotProduct (Vec3 v1, Vec3 v2) |
| Dot product of two vectors.
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static Vec3 | Lerp (Vec3 v1, Vec3 v2, float alpha) |
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static Vec3 | Slerp (Vec3 start, Vec3 end, float percent) |
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static Vec3 | Vec3Max (Vec3 v1, Vec3 v2) |
| Returns maximum of each component of two vectors.
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static Vec3 | Vec3Min (Vec3 v1, Vec3 v2) |
| Returns minimum of each component of two vectors.
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static Vec3 | CrossProduct (Vec3 va, Vec3 vb) |
| Cross product of two vectors.
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static Vec3 | operator- (Vec3 v) |
| Implements the operator -.
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static Vec3 | operator+ (Vec3 v1, Vec3 v2) |
| Implements the operator +.
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static Vec3 | operator- (Vec3 v1, Vec3 v2) |
| Implements the operator -.
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static Vec3 | operator* (Vec3 v, float f) |
| Implements scalar to vector product.
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static Vec3 | operator* (float f, Vec3 v) |
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static Vec3 | operator* (Vec3 v, MatrixFrame frame) |
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static Vec3 | operator/ (Vec3 v, float f) |
| Implements vector and float division. Internally, the division is converted to a multiplication for performance reasons.
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static bool | operator== (Vec3 v1, Vec3 v2) |
| Implements the operator ==.
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static bool | operator!= (Vec3 v1, Vec3 v2) |
| Implements the operator !=.
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static float | AngleBetweenTwoVectors (Vec3 v1, Vec3 v2) |
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static Vec3 | Parse (string input) |
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float | X [get] |
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float | Y [get] |
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float | Z [get] |
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float | this[int i] [get, set] |
| Gets or sets the vector value with the specified index.
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float | Length [get] |
| Calculates and returns the length of the vector.
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float | LengthSquared [get] |
| Calculates and returns the square of the length of the vector.
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bool | IsValid [get] |
| Determines if all (XYZ) components are valid (not NaN or Infinite) or not.
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bool | IsValidXYZW [get] |
| Determines if all (XYZW) components are valid (not NaN or Infinite) or not.
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bool | IsUnit [get] |
| Determines whether vector is unit. <c>true</c> if vector is unit; otherwise, <c>false</c>.
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bool | IsNonZero [get] |
| Determines whether if vector is non zero. <c>true</c> if vector is non zero; otherwise, <c>false</c>.
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Vec2 | AsVec2 [get, set] |
| Returns new Vec2 from X,Y components, discards Z.
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uint | ToARGB [get] |
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float | RotationZ [get] |
| Rotation angle about the up/z-axis. Yaw rotation value. Value is in radians.
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float | RotationX [get] |
| Rotation angle about the side/x-axis. Pitch rotation value. Value is in radians.
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