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VRageMath.Vector3L
Morten Aune Lyrstad edited this page Apr 16, 2022
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← Index ← Namespace Index
public struct Vector3L: IEquatable<Vector3L>, IComparable<Vector3L>
Namespace: VRageMath
Assembly: VRage.Math.dll
Implements:
Member | Description |
---|---|
\$1static Vector3L Backward](VRageMath.Vector3L.Backward) | |
\$1static EqualityComparer Comparer](VRageMath.Vector3L.Comparer) | |
\$1static Vector3L Down](VRageMath.Vector3L.Down) | |
\$1static Vector3L Forward](VRageMath.Vector3L.Forward) | |
\$1static Vector3L Left](VRageMath.Vector3L.Left) | |
\$1static Vector3L MaxValue](VRageMath.Vector3L.MaxValue) | |
\$1static Vector3L MinValue](VRageMath.Vector3L.MinValue) | |
\$1static Vector3L One](VRageMath.Vector3L.One) | |
\$1static Vector3L Right](VRageMath.Vector3L.Right) | |
\$1static Vector3L UnitX](VRageMath.Vector3L.UnitX) | |
\$1static Vector3L UnitY](VRageMath.Vector3L.UnitY) | |
\$1static Vector3L UnitZ](VRageMath.Vector3L.UnitZ) | |
\$1static Vector3L Up](VRageMath.Vector3L.Up) | |
\$1static Vector3L Zero](VRageMath.Vector3L.Zero) | |
\$1long X](VRageMath.Vector3L.X) | |
\$1long Y](VRageMath.Vector3L.Y) | |
\$1long Z](VRageMath.Vector3L.Z) |
Member | Description |
---|---|
\$1long Item { get; set; }](VRageMath.Vector3L.Item) | |
\$1long Size { get; }](VRageMath.Vector3L.Size) | How many cubes are in block with this size |
\$1long SizeLong { get; }](VRageMath.Vector3L.SizeLong) |
Member | Description |
---|---|
\$1Vector3L(long)](VRageMath.Vector3L..ctor) | |
\$1Vector3L(long, long, long)](VRageMath.Vector3L..ctor) | |
\$1Vector3L(Vector3)](VRageMath.Vector3L..ctor) | |
\$1Vector3L(Vector3D)](VRageMath.Vector3L..ctor) | |
\$1Vector3L(Vector3S)](VRageMath.Vector3L..ctor) | |
\$1Vector3L(float, float, float)](VRageMath.Vector3L..ctor) |
Member | Description |
---|---|
\$1static Vector3L Abs(Vector3L)](VRageMath.Vector3L.Abs) | |
\$1static void Abs(ref Vector3L, out Vector3L)](VRageMath.Vector3L.Abs) | |
\$1static bool BoxContains(Vector3L, Vector3L, Vector3L)](VRageMath.Vector3L.BoxContains) | |
\$1static bool BoxContains(ref Vector3L, ref Vector3L, ref Vector3L)](VRageMath.Vector3L.BoxContains) | |
\$1static bool Boxlongersects(Vector3L, Vector3L, Vector3L, Vector3L)](VRageMath.Vector3L.Boxlongersects) | |
\$1static bool Boxlongersects(ref Vector3L, ref Vector3L, ref Vector3L, ref Vector3L)](VRageMath.Vector3L.Boxlongersects) | |
\$1static Vector3L Ceiling(Vector3)](VRageMath.Vector3L.Ceiling) | |
\$1static Vector3L Clamp(Vector3L, Vector3L, Vector3L)](VRageMath.Vector3L.Clamp) | |
\$1static void Clamp(ref Vector3L, ref Vector3L, ref Vector3L, out Vector3L)](VRageMath.Vector3L.Clamp) | |
\$1static void Cross(ref Vector3L, ref Vector3L, out Vector3L)](VRageMath.Vector3L.Cross) | Calculates the cross product of two vectors. |
\$1static long DistanceManhattan(Vector3L, Vector3L)](VRageMath.Vector3L.DistanceManhattan) | Manhattan distance (cube distance) X + Y + Z of Abs(first - second) |
\$1static Vector3L DominantAxisProjection(Vector3L)](VRageMath.Vector3L.DominantAxisProjection) | Returns a vector that is equal to the projection of the input vector to the coordinate axis that corresponds to the original vector's largest value. |
\$1static void DominantAxisProjection(ref Vector3L, out Vector3L)](VRageMath.Vector3L.DominantAxisProjection) | Calculates a vector that is equal to the projection of the input vector to the coordinate axis that corresponds to the original vector's largest value. The result is saved longo a user-specified variable. |
\$1static long Dot(Vector3L, Vector3L)](VRageMath.Vector3L.Dot) | |
\$1static long Dot(ref Vector3L, ref Vector3L)](VRageMath.Vector3L.Dot) | |
\$1static void Dot(ref Vector3L, ref Vector3L, out long)](VRageMath.Vector3L.Dot) | |
\$1static IEnumerable\$1Vector3L> EnumerateRange(Vector3L, Vector3L)](VRageMath.Vector3L.EnumerateRange) | Enumerate all values in a longeger longerval (a cuboid). This method is an allocating version of the Vector3L_RangeIterator. This once can be used in the foreach syntax though so it's more convenient for debug routines. |
\$1static Vector3L Floor(Vector3)](VRageMath.Vector3L.Floor) | |
\$1static Vector3L Floor(Vector3D)](VRageMath.Vector3L.Floor) | |
\$1static void Floor(ref Vector3, out Vector3L)](VRageMath.Vector3L.Floor) | |
\$1static void Floor(ref Vector3D, out Vector3L)](VRageMath.Vector3L.Floor) | |
\$1static CubeFace GetDominantDirection(Vector3L)](VRageMath.Vector3L.GetDominantDirection) | |
\$1static Vector3L GetDominantDirectionVector(Vector3L)](VRageMath.Vector3L.GetDominantDirectionVector) | |
\$1static Vector3L Max(Vector3L, Vector3L)](VRageMath.Vector3L.Max) | |
\$1static void Max(ref Vector3L, ref Vector3L, out Vector3L)](VRageMath.Vector3L.Max) | |
\$1static Vector3L Min(Vector3L, Vector3L)](VRageMath.Vector3L.Min) | |
\$1static void Min(ref Vector3L, ref Vector3L, out Vector3L)](VRageMath.Vector3L.Min) | |
\$1static Vector3L Round(Vector3)](VRageMath.Vector3L.Round) | |
\$1static Vector3L Round(Vector3D)](VRageMath.Vector3L.Round) | |
\$1static void Round(ref Vector3, out Vector3L)](VRageMath.Vector3L.Round) | |
\$1static void Round(ref Vector3D, out Vector3L)](VRageMath.Vector3L.Round) | |
\$1static Vector3L Shift(Vector3L)](VRageMath.Vector3L.Shift) | |
\$1static Vector3L Sign(Vector3)](VRageMath.Vector3L.Sign) | |
\$1static Vector3L Sign(Vector3L)](VRageMath.Vector3L.Sign) | |
\$1static void Transform(ref Vector3L, ref Matrix, out Vector3L)](VRageMath.Vector3L.Transform) | Transforms a Vector3L by the given Matrix. |
\$1static void Transform(ref Vector3L, ref Quaternion, out Vector3L)](VRageMath.Vector3L.Transform) | |
\$1static Vector3L Transform(Vector3L, Quaternion)](VRageMath.Vector3L.Transform) | |
\$1static void TransformNormal(ref Vector3L, ref Matrix, out Vector3L)](VRageMath.Vector3L.TransformNormal) | Transforms a vector normal by a matrix. |
\$1static Vector3L Trunc(Vector3)](VRageMath.Vector3L.Trunc) | |
\$1static bool TryParseFromString(string, out Vector3L)](VRageMath.Vector3L.TryParseFromString) | |
\$1long AbsMax()](VRageMath.Vector3L.AbsMax) | Returns the component of the vector, whose absolute value is largest of all the three components. |
\$1long AbsMin()](VRageMath.Vector3L.AbsMin) | Returns the component of the vector, whose absolute value is smallest of all the three components. |
\$1long AxisValue(Axis)](VRageMath.Vector3L.AxisValue) | |
\$1int CompareTo(Vector3L)](VRageMath.Vector3L.CompareTo) | |
\$1long Dot(ref Vector3L)](VRageMath.Vector3L.Dot) | |
\$1bool Equals(Vector3L)](VRageMath.Vector3L.Equals) | |
\$1bool Equals(object)](VRageMath.Vector3L.Equals) | |
\$1int GetHashCode()](VRageMath.Vector3L.GetHashCode) | |
\$1bool IsInside(ref Vector3L, ref Vector3L)](VRageMath.Vector3L.IsInside) | |
\$1bool IsInside(Vector3L, Vector3L)](VRageMath.Vector3L.IsInside) | |
\$1bool IsInsideInclusiveEnd(ref Vector3L, ref Vector3L)](VRageMath.Vector3L.IsInsideInclusiveEnd) | |
\$1bool IsInsideInclusiveEnd(Vector3L, Vector3L)](VRageMath.Vector3L.IsInsideInclusiveEnd) | |
\$1long Length()](VRageMath.Vector3L.Length) | |
\$1long RectangularDistance(Vector3L)](VRageMath.Vector3L.RectangularDistance) | Calculates rectangular distance. It's how many sectors you have to travel to get to other sector from current sector. |
\$1long RectangularLength()](VRageMath.Vector3L.RectangularLength) | Calculates rectangular distance of this vector, longerpreted as a polong, from the origin. |
\$1void ToBytes(List\$1byte>)](VRageMath.Vector3L.ToBytes) | |
\$1string ToString()](VRageMath.Vector3L.ToString) | |
\$1long Volume()](VRageMath.Vector3L.Volume) |
Do you have questions, comments, suggestions for improvements? Is there something I can do better? Did I make a mistake? Please add an issue here, and prefix your issue title with Wiki. Thank you, your help will be very appreciated!