C# Class Reign.Core.Vector3

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Méthodes publiques

Свойство Type Description
Backward Vector3
Down Vector3
Forward Vector3
Left Vector3
MinusOne Vector3
One Vector3
Right Vector3
Up Vector3
X float
Zero Vector3

Méthodes publiques

Méthode Description
Abs ( ) : Vector3
Abs ( Vector3 &vector, Vector3 &result ) : void
Angle ( Vector3 vector ) : float
Angle ( Vector3 &vector1, Vector3 &vector2, float &result ) : void
ApproxEquals ( Vector3 vector, float tolerance ) : bool
ApproxEquals ( Vector3 &vector1, Vector3 &vector2, float tolerance, bool &result ) : void
AproxEqualsBox ( Vector3 vector, float tolerance ) : bool
AproxEqualsBox ( Vector3 &vector1, Vector3 &vector2, float tolerance, bool &result ) : void
Cross ( Vector3 vector ) : Vector3
Cross ( Vector3 &vector1, Vector3 &vector2, Vector3 &result ) : void
DegToRad ( ) : Vector3
DegToRad ( Vector3 &vector, Vector3 &result ) : void
Distance ( Vector3 vector ) : float
Distance ( Vector3 &vector1, Vector3 &vector2, float &result ) : void
DistanceSquared ( Vector3 vector ) : float
DistanceSquared ( Vector3 &vector1, Vector3 &vector2, float &result ) : void
Dot ( ) : float
Dot ( Vector3 vector ) : float
Dot ( Vector3 &vector1, Vector3 &vector2, float &result ) : void
Dot ( Vector3 &vector, float &result ) : void
Equals ( object obj ) : bool
Floor ( ) : Vector3
Floor ( Vector3 &vector, Vector3 &result ) : void
GetHashCode ( ) : int
Hermite ( Vector3 value1, Vector3 tangent1, Vector3 value2, Vector3 tangent2, float interpolationAmount ) : Vector3
Hermite ( Vector3 &value1, Vector3 &tangent1, Vector3 &value2, Vector3 &tangent2, float interpolationAmount, Vector3 &result ) : void
InersectLine ( Line3 line ) : Vector3
InersectLine ( Vector3 &vector, Line3 &line, Vector3 &result ) : void
InersectNormal ( Vector3 normal ) : Vector3
InersectNormal ( Vector3 &vector, Vector3 &normal, Vector3 &result ) : void
InersectPlane ( Vector3 planeNormal ) : Vector3
InersectPlane ( Vector3 planeNormal, Vector3 planeLocation ) : Vector3
InersectPlane ( Vector3 &vector, Vector3 &planeNormal, Vector3 &result ) : void
InersectPlane ( Vector3 &vector, Vector3 &planeNormal, Vector3 &planeLocation, Vector3 &result ) : void
InersectRay ( Vector3 rayOrigin, Vector3 rayDirection ) : Vector3
InersectRay ( Vector3 &vector, Vector3 &rayOrigin, Vector3 &rayDirection, Vector3 &result ) : void
Intersects ( Triangle3 triangle ) : bool
Intersects ( Vector3 &vector, Triangle3 &triangle, bool &result ) : void
Length ( ) : float
Length ( Vector3 &vector, float &result ) : void
LengthSquared ( ) : float
LengthSquared ( Vector3 &vector, float &result ) : void
Lerp ( Vector3 start, Vector3 end, float interpolationAmount ) : Vector3
Lerp ( Vector3 &start, Vector3 &end, float interpolationAmount, Vector3 &result ) : void
Max ( Vector3 values ) : Vector3
Max ( float value ) : Vector3
Max ( Vector3 &vector, Vector3 &values, Vector3 &result ) : void
Max ( Vector3 &vector, float value, Vector3 &result ) : void
Min ( Vector3 values ) : Vector3
Min ( float value ) : Vector3
Min ( Vector3 &vector, Vector3 &values, Vector3 &result ) : void
Min ( Vector3 &vector, float value, Vector3 &result ) : void
Normalize ( ) : Vector3
Normalize ( float &length ) : Vector3
Normalize ( Vector3 &vector, Vector3 &result ) : void
Normalize ( Vector3 &vector, Vector3 &result, float &length ) : void
NormalizeSafe ( ) : Vector3
NormalizeSafe ( float &length ) : Vector3
NormalizeSafe ( Vector3 &vector, Vector3 &result ) : void
NormalizeSafe ( Vector3 &vector, Vector3 &result, float &length ) : void
Pow ( float value ) : Vector3
Pow ( Vector3 &vector, float value, Vector3 &result ) : void
RadToDeg ( ) : Vector3
RadToDeg ( Vector3 &vector, Vector3 &result ) : void
Reflect ( Vector3 planeNormal ) : Vector3
Reflect ( Vector3 &vector, Vector3 &planeNormal, Vector3 &result ) : void
RotateAround ( Vector3 axis, float angle ) : Vector3
RotateAround ( Vector3 &vector, Vector3 &axis, float angle, Vector3 &result ) : void
Round ( ) : Vector3
Round ( Vector3 &vector, Vector3 &result ) : void
ToString ( ) : string
ToVector2 ( ) : Vector2
ToVector2 ( Vector3 &vector, Vector2 &result ) : void
Transform ( Matrix2x3 matrix ) : Vector2
Transform ( Matrix3x2 matrix ) : Vector2
Transform ( AffineTransform3 transform ) : Vector3
Transform ( Matrix3 matrix ) : Vector3
Transform ( Matrix4 matrix ) : Vector3
Transform ( Quaternion quaternion ) : Vector3
Transform ( RigidTransform3 transform ) : Vector3
Transform ( Vector3 &vector, AffineTransform3 &transform, Vector3 &result ) : void
Transform ( Vector3 &vector, Matrix2x3 &matrix, Vector2 &result ) : void
Transform ( Vector3 &vector, Matrix3 &matrix, Vector3 &result ) : void
Transform ( Vector3 &vector, Matrix3x2 &matrix, Vector2 &result ) : void
Transform ( Vector3 &vector, Matrix4 &matrix, Vector3 &result ) : void
Transform ( Vector3 &vector, Quaternion &quaternion, Vector3 &result ) : void
Transform ( Vector3 &vector, RigidTransform3 &transform, Vector3 &result ) : void
TransformInversed ( RigidTransform3 transform ) : Vector3
TransformInversed ( Vector3 &vector, RigidTransform3 &transform, Vector3 &result ) : void
TransformNormal ( Matrix4 matrix ) : Vector3
TransformNormal ( Vector3 &vector, Matrix4 &matrix, Vector3 &result ) : void
TransformTranspose ( Matrix3 matrix ) : Vector3
TransformTranspose ( Vector3 &vector, Matrix3 &matrix, Vector3 &result ) : void
Vector3 ( Vector2 vector, float z ) : System
Vector3 ( float value ) : System
Vector3 ( float x, float y, float z ) : System
operator ( ) : Vector3
operator ( ) : bool

Method Details

Abs() public méthode

public Abs ( ) : Vector3
Résultat Vector3

Abs() public static méthode

public static Abs ( Vector3 &vector, Vector3 &result ) : void
vector Vector3
result Vector3
Résultat void

Angle() public méthode

public Angle ( Vector3 vector ) : float
vector Vector3
Résultat float

Angle() public static méthode

public static Angle ( Vector3 &vector1, Vector3 &vector2, float &result ) : void
vector1 Vector3
vector2 Vector3
result float
Résultat void

ApproxEquals() public méthode

public ApproxEquals ( Vector3 vector, float tolerance ) : bool
vector Vector3
tolerance float
Résultat bool

ApproxEquals() public static méthode

public static ApproxEquals ( Vector3 &vector1, Vector3 &vector2, float tolerance, bool &result ) : void
vector1 Vector3
vector2 Vector3
tolerance float
result bool
Résultat void

AproxEqualsBox() public méthode

public AproxEqualsBox ( Vector3 vector, float tolerance ) : bool
vector Vector3
tolerance float
Résultat bool

AproxEqualsBox() public static méthode

public static AproxEqualsBox ( Vector3 &vector1, Vector3 &vector2, float tolerance, bool &result ) : void
vector1 Vector3
vector2 Vector3
tolerance float
result bool
Résultat void

Cross() public méthode

public Cross ( Vector3 vector ) : Vector3
vector Vector3
Résultat Vector3

Cross() public static méthode

public static Cross ( Vector3 &vector1, Vector3 &vector2, Vector3 &result ) : void
vector1 Vector3
vector2 Vector3
result Vector3
Résultat void

DegToRad() public méthode

public DegToRad ( ) : Vector3
Résultat Vector3

DegToRad() public static méthode

public static DegToRad ( Vector3 &vector, Vector3 &result ) : void
vector Vector3
result Vector3
Résultat void

Distance() public méthode

public Distance ( Vector3 vector ) : float
vector Vector3
Résultat float

Distance() public static méthode

public static Distance ( Vector3 &vector1, Vector3 &vector2, float &result ) : void
vector1 Vector3
vector2 Vector3
result float
Résultat void

DistanceSquared() public méthode

public DistanceSquared ( Vector3 vector ) : float
vector Vector3
Résultat float

DistanceSquared() public static méthode

public static DistanceSquared ( Vector3 &vector1, Vector3 &vector2, float &result ) : void
vector1 Vector3
vector2 Vector3
result float
Résultat void

Dot() public méthode

public Dot ( ) : float
Résultat float

Dot() public méthode

public Dot ( Vector3 vector ) : float
vector Vector3
Résultat float

Dot() public static méthode

public static Dot ( Vector3 &vector1, Vector3 &vector2, float &result ) : void
vector1 Vector3
vector2 Vector3
result float
Résultat void

Dot() public static méthode

public static Dot ( Vector3 &vector, float &result ) : void
vector Vector3
result float
Résultat void

Equals() public méthode

public Equals ( object obj ) : bool
obj object
Résultat bool

Floor() public méthode

public Floor ( ) : Vector3
Résultat Vector3

Floor() public static méthode

public static Floor ( Vector3 &vector, Vector3 &result ) : void
vector Vector3
result Vector3
Résultat void

GetHashCode() public méthode

public GetHashCode ( ) : int
Résultat int

Hermite() public static méthode

public static Hermite ( Vector3 value1, Vector3 tangent1, Vector3 value2, Vector3 tangent2, float interpolationAmount ) : Vector3
value1 Vector3
tangent1 Vector3
value2 Vector3
tangent2 Vector3
interpolationAmount float
Résultat Vector3

Hermite() public static méthode

public static Hermite ( Vector3 &value1, Vector3 &tangent1, Vector3 &value2, Vector3 &tangent2, float interpolationAmount, Vector3 &result ) : void
value1 Vector3
tangent1 Vector3
value2 Vector3
tangent2 Vector3
interpolationAmount float
result Vector3
Résultat void

InersectLine() public méthode

public InersectLine ( Line3 line ) : Vector3
line Line3
Résultat Vector3

InersectLine() public static méthode

public static InersectLine ( Vector3 &vector, Line3 &line, Vector3 &result ) : void
vector Vector3
line Line3
result Vector3
Résultat void

InersectNormal() public méthode

public InersectNormal ( Vector3 normal ) : Vector3
normal Vector3
Résultat Vector3

InersectNormal() public static méthode

public static InersectNormal ( Vector3 &vector, Vector3 &normal, Vector3 &result ) : void
vector Vector3
normal Vector3
result Vector3
Résultat void

InersectPlane() public méthode

public InersectPlane ( Vector3 planeNormal ) : Vector3
planeNormal Vector3
Résultat Vector3

InersectPlane() public méthode

public InersectPlane ( Vector3 planeNormal, Vector3 planeLocation ) : Vector3
planeNormal Vector3
planeLocation Vector3
Résultat Vector3

InersectPlane() public static méthode

public static InersectPlane ( Vector3 &vector, Vector3 &planeNormal, Vector3 &result ) : void
vector Vector3
planeNormal Vector3
result Vector3
Résultat void

InersectPlane() public static méthode

public static InersectPlane ( Vector3 &vector, Vector3 &planeNormal, Vector3 &planeLocation, Vector3 &result ) : void
vector Vector3
planeNormal Vector3
planeLocation Vector3
result Vector3
Résultat void

InersectRay() public méthode

public InersectRay ( Vector3 rayOrigin, Vector3 rayDirection ) : Vector3
rayOrigin Vector3
rayDirection Vector3
Résultat Vector3

InersectRay() public static méthode

public static InersectRay ( Vector3 &vector, Vector3 &rayOrigin, Vector3 &rayDirection, Vector3 &result ) : void
vector Vector3
rayOrigin Vector3
rayDirection Vector3
result Vector3
Résultat void

Intersects() public méthode

public Intersects ( Triangle3 triangle ) : bool
triangle Triangle3
Résultat bool

Intersects() public static méthode

public static Intersects ( Vector3 &vector, Triangle3 &triangle, bool &result ) : void
vector Vector3
triangle Triangle3
result bool
Résultat void

Length() public méthode

public Length ( ) : float
Résultat float

Length() public static méthode

public static Length ( Vector3 &vector, float &result ) : void
vector Vector3
result float
Résultat void

LengthSquared() public méthode

public LengthSquared ( ) : float
Résultat float

LengthSquared() public static méthode

public static LengthSquared ( Vector3 &vector, float &result ) : void
vector Vector3
result float
Résultat void

Lerp() public static méthode

public static Lerp ( Vector3 start, Vector3 end, float interpolationAmount ) : Vector3
start Vector3
end Vector3
interpolationAmount float
Résultat Vector3

Lerp() public static méthode

public static Lerp ( Vector3 &start, Vector3 &end, float interpolationAmount, Vector3 &result ) : void
start Vector3
end Vector3
interpolationAmount float
result Vector3
Résultat void

Max() public méthode

public Max ( Vector3 values ) : Vector3
values Vector3
Résultat Vector3

Max() public méthode

public Max ( float value ) : Vector3
value float
Résultat Vector3

Max() public static méthode

public static Max ( Vector3 &vector, Vector3 &values, Vector3 &result ) : void
vector Vector3
values Vector3
result Vector3
Résultat void

Max() public static méthode

public static Max ( Vector3 &vector, float value, Vector3 &result ) : void
vector Vector3
value float
result Vector3
Résultat void

Min() public méthode

public Min ( Vector3 values ) : Vector3
values Vector3
Résultat Vector3

Min() public méthode

public Min ( float value ) : Vector3
value float
Résultat Vector3

Min() public static méthode

public static Min ( Vector3 &vector, Vector3 &values, Vector3 &result ) : void
vector Vector3
values Vector3
result Vector3
Résultat void

Min() public static méthode

public static Min ( Vector3 &vector, float value, Vector3 &result ) : void
vector Vector3
value float
result Vector3
Résultat void

Normalize() public méthode

public Normalize ( ) : Vector3
Résultat Vector3

Normalize() public méthode

public Normalize ( float &length ) : Vector3
length float
Résultat Vector3

Normalize() public static méthode

public static Normalize ( Vector3 &vector, Vector3 &result ) : void
vector Vector3
result Vector3
Résultat void

Normalize() public static méthode

public static Normalize ( Vector3 &vector, Vector3 &result, float &length ) : void
vector Vector3
result Vector3
length float
Résultat void

NormalizeSafe() public méthode

public NormalizeSafe ( ) : Vector3
Résultat Vector3

NormalizeSafe() public méthode

public NormalizeSafe ( float &length ) : Vector3
length float
Résultat Vector3

NormalizeSafe() public static méthode

public static NormalizeSafe ( Vector3 &vector, Vector3 &result ) : void
vector Vector3
result Vector3
Résultat void

NormalizeSafe() public static méthode

public static NormalizeSafe ( Vector3 &vector, Vector3 &result, float &length ) : void
vector Vector3
result Vector3
length float
Résultat void

Pow() public méthode

public Pow ( float value ) : Vector3
value float
Résultat Vector3

Pow() public static méthode

public static Pow ( Vector3 &vector, float value, Vector3 &result ) : void
vector Vector3
value float
result Vector3
Résultat void

RadToDeg() public méthode

public RadToDeg ( ) : Vector3
Résultat Vector3

RadToDeg() public static méthode

public static RadToDeg ( Vector3 &vector, Vector3 &result ) : void
vector Vector3
result Vector3
Résultat void

Reflect() public méthode

public Reflect ( Vector3 planeNormal ) : Vector3
planeNormal Vector3
Résultat Vector3

Reflect() public static méthode

public static Reflect ( Vector3 &vector, Vector3 &planeNormal, Vector3 &result ) : void
vector Vector3
planeNormal Vector3
result Vector3
Résultat void

RotateAround() public méthode

public RotateAround ( Vector3 axis, float angle ) : Vector3
axis Vector3
angle float
Résultat Vector3

RotateAround() public static méthode

public static RotateAround ( Vector3 &vector, Vector3 &axis, float angle, Vector3 &result ) : void
vector Vector3
axis Vector3
angle float
result Vector3
Résultat void

Round() public méthode

public Round ( ) : Vector3
Résultat Vector3

Round() public static méthode

public static Round ( Vector3 &vector, Vector3 &result ) : void
vector Vector3
result Vector3
Résultat void

ToString() public méthode

public ToString ( ) : string
Résultat string

ToVector2() public méthode

public ToVector2 ( ) : Vector2
Résultat Vector2

ToVector2() public static méthode

public static ToVector2 ( Vector3 &vector, Vector2 &result ) : void
vector Vector3
result Vector2
Résultat void

Transform() public méthode

public Transform ( Matrix2x3 matrix ) : Vector2
matrix Matrix2x3
Résultat Vector2

Transform() public méthode

public Transform ( Matrix3x2 matrix ) : Vector2
matrix Matrix3x2
Résultat Vector2

Transform() public méthode

public Transform ( AffineTransform3 transform ) : Vector3
transform AffineTransform3
Résultat Vector3

Transform() public méthode

public Transform ( Matrix3 matrix ) : Vector3
matrix Matrix3
Résultat Vector3

Transform() public méthode

public Transform ( Matrix4 matrix ) : Vector3
matrix Matrix4
Résultat Vector3

Transform() public méthode

public Transform ( Quaternion quaternion ) : Vector3
quaternion Quaternion
Résultat Vector3

Transform() public méthode

public Transform ( RigidTransform3 transform ) : Vector3
transform RigidTransform3
Résultat Vector3

Transform() public static méthode

public static Transform ( Vector3 &vector, AffineTransform3 &transform, Vector3 &result ) : void
vector Vector3
transform AffineTransform3
result Vector3
Résultat void

Transform() public static méthode

public static Transform ( Vector3 &vector, Matrix2x3 &matrix, Vector2 &result ) : void
vector Vector3
matrix Matrix2x3
result Vector2
Résultat void

Transform() public static méthode

public static Transform ( Vector3 &vector, Matrix3 &matrix, Vector3 &result ) : void
vector Vector3
matrix Matrix3
result Vector3
Résultat void

Transform() public static méthode

public static Transform ( Vector3 &vector, Matrix3x2 &matrix, Vector2 &result ) : void
vector Vector3
matrix Matrix3x2
result Vector2
Résultat void

Transform() public static méthode

public static Transform ( Vector3 &vector, Matrix4 &matrix, Vector3 &result ) : void
vector Vector3
matrix Matrix4
result Vector3
Résultat void

Transform() public static méthode

public static Transform ( Vector3 &vector, Quaternion &quaternion, Vector3 &result ) : void
vector Vector3
quaternion Quaternion
result Vector3
Résultat void

Transform() public static méthode

public static Transform ( Vector3 &vector, RigidTransform3 &transform, Vector3 &result ) : void
vector Vector3
transform RigidTransform3
result Vector3
Résultat void

TransformInversed() public méthode

public TransformInversed ( RigidTransform3 transform ) : Vector3
transform RigidTransform3
Résultat Vector3

TransformInversed() public static méthode

public static TransformInversed ( Vector3 &vector, RigidTransform3 &transform, Vector3 &result ) : void
vector Vector3
transform RigidTransform3
result Vector3
Résultat void

TransformNormal() public méthode

public TransformNormal ( Matrix4 matrix ) : Vector3
matrix Matrix4
Résultat Vector3

TransformNormal() public static méthode

public static TransformNormal ( Vector3 &vector, Matrix4 &matrix, Vector3 &result ) : void
vector Vector3
matrix Matrix4
result Vector3
Résultat void

TransformTranspose() public méthode

public TransformTranspose ( Matrix3 matrix ) : Vector3
matrix Matrix3
Résultat Vector3

TransformTranspose() public static méthode

public static TransformTranspose ( Vector3 &vector, Matrix3 &matrix, Vector3 &result ) : void
vector Vector3
matrix Matrix3
result Vector3
Résultat void

Vector3() public méthode

public Vector3 ( Vector2 vector, float z ) : System
vector Vector2
z float
Résultat System

Vector3() public méthode

public Vector3 ( float value ) : System
value float
Résultat System

Vector3() public méthode

public Vector3 ( float x, float y, float z ) : System
x float
y float
z float
Résultat System

operator() public static méthode

public static operator ( ) : Vector3
Résultat Vector3

operator() public static méthode

public static operator ( ) : bool
Résultat bool

Property Details

Backward public_oe static_oe property

public static Vector3 Backward
Résultat Vector3

Down public_oe static_oe property

public static Vector3 Down
Résultat Vector3

Forward public_oe static_oe property

public static Vector3 Forward
Résultat Vector3

Left public_oe static_oe property

public static Vector3 Left
Résultat Vector3

MinusOne public_oe static_oe property

public static Vector3 MinusOne
Résultat Vector3

One public_oe static_oe property

public static Vector3 One
Résultat Vector3

Right public_oe static_oe property

public static Vector3 Right
Résultat Vector3

Up public_oe static_oe property

public static Vector3 Up
Résultat Vector3

X public_oe property

public float X
Résultat float

Zero public_oe static_oe property

public static Vector3 Zero
Résultat Vector3