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VR-Link C# API Documentation
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This is the complete list of members for makVrl.Vector3f, including all inherited members.
| Add(Vector3f right) | makVrl.Vector3f | inline |
| Add(ref Vector3f right) | makVrl.Vector3f | inline |
| Add(Vector3f a, Vector3f b) | makVrl.Vector3f | inlinestatic |
| Add(ref Vector3f a, ref Vector3f b, out Vector3f result) | makVrl.Vector3f | inlinestatic |
| BaryCentric(Vector3f a, Vector3f b, Vector3f c, float u, float v) | makVrl.Vector3f | inlinestatic |
| BaryCentric(ref Vector3f a, ref Vector3f b, ref Vector3f c, float u, float v, out Vector3f result) | makVrl.Vector3f | inlinestatic |
| CalculateAngle(Vector3f first, Vector3f second) | makVrl.Vector3f | inlinestatic |
| CalculateAngle(ref Vector3f first, ref Vector3f second, out float result) | makVrl.Vector3f | inlinestatic |
| Clamp(Vector3f vec, Vector3f min, Vector3f max) | makVrl.Vector3f | inlinestatic |
| Clamp(ref Vector3f vec, ref Vector3f min, ref Vector3f max, out Vector3f result) | makVrl.Vector3f | inlinestatic |
| ComponentMax(Vector3f a, Vector3f b) | makVrl.Vector3f | inlinestatic |
| ComponentMax(ref Vector3f a, ref Vector3f b, out Vector3f result) | makVrl.Vector3f | inlinestatic |
| ComponentMin(Vector3f a, Vector3f b) | makVrl.Vector3f | inlinestatic |
| ComponentMin(ref Vector3f a, ref Vector3f b, out Vector3f result) | makVrl.Vector3f | inlinestatic |
| Cross(Vector3f left, Vector3f right) | makVrl.Vector3f | inlinestatic |
| Cross(ref Vector3f left, ref Vector3f right, out Vector3f result) | makVrl.Vector3f | inlinestatic |
| Div(float f) | makVrl.Vector3f | inline |
| Div(Vector3f a, float f) | makVrl.Vector3f | inlinestatic |
| Div(ref Vector3f a, float f, out Vector3f result) | makVrl.Vector3f | inlinestatic |
| Divide(Vector3f vector, float scale) | makVrl.Vector3f | inlinestatic |
| Divide(ref Vector3f vector, float scale, out Vector3f result) | makVrl.Vector3f | inlinestatic |
| Divide(Vector3f vector, Vector3f scale) | makVrl.Vector3f | inlinestatic |
| Divide(ref Vector3f vector, ref Vector3f scale, out Vector3f result) | makVrl.Vector3f | inlinestatic |
| Dot(Vector3f left, Vector3f right) | makVrl.Vector3f | inlinestatic |
| Dot(ref Vector3f left, ref Vector3f right, out float result) | makVrl.Vector3f | inlinestatic |
| Equals(object obj) | makVrl.Vector3f | inline |
| Equals(Vector3f other) | makVrl.Vector3f | inline |
| GetHashCode() | makVrl.Vector3f | inline |
| Length | makVrl.Vector3f | |
| LengthFast | makVrl.Vector3f | |
| LengthSquared | makVrl.Vector3f | |
| Lerp(Vector3f a, Vector3f b, float blend) | makVrl.Vector3f | inlinestatic |
| Lerp(ref Vector3f a, ref Vector3f b, float blend, out Vector3f result) | makVrl.Vector3f | inlinestatic |
| listSeparator | makVrl.Vector3f | privatestatic |
| Max(Vector3f left, Vector3f right) | makVrl.Vector3f | inlinestatic |
| Min(Vector3f left, Vector3f right) | makVrl.Vector3f | inlinestatic |
| Mult(float f) | makVrl.Vector3f | inline |
| Mult(Vector3f a, float f) | makVrl.Vector3f | inlinestatic |
| Mult(ref Vector3f a, float f, out Vector3f result) | makVrl.Vector3f | inlinestatic |
| Multiply(Vector3f vector, float scale) | makVrl.Vector3f | inlinestatic |
| Multiply(ref Vector3f vector, float scale, out Vector3f result) | makVrl.Vector3f | inlinestatic |
| Multiply(Vector3f vector, Vector3f scale) | makVrl.Vector3f | inlinestatic |
| Multiply(ref Vector3f vector, ref Vector3f scale, out Vector3f result) | makVrl.Vector3f | inlinestatic |
| Normalize() | makVrl.Vector3f | inline |
| Normalize(Vector3f vec) | makVrl.Vector3f | inlinestatic |
| Normalize(ref Vector3f vec, out Vector3f result) | makVrl.Vector3f | inlinestatic |
| Normalized() | makVrl.Vector3f | inline |
| NormalizeFast() | makVrl.Vector3f | inline |
| NormalizeFast(Vector3f vec) | makVrl.Vector3f | inlinestatic |
| NormalizeFast(ref Vector3f vec, out Vector3f result) | makVrl.Vector3f | inlinestatic |
| One | makVrl.Vector3f | static |
| operator!=(Vector3f left, Vector3f right) | makVrl.Vector3f | inlinestatic |
| operator*(Vector3f vec, float scale) | makVrl.Vector3f | inlinestatic |
| operator*(float scale, Vector3f vec) | makVrl.Vector3f | inlinestatic |
| operator+(Vector3f left, Vector3f right) | makVrl.Vector3f | inlinestatic |
| operator-(Vector3f left, Vector3f right) | makVrl.Vector3f | inlinestatic |
| operator-(Vector3f vec) | makVrl.Vector3f | inlinestatic |
| operator/(Vector3f vec, float scale) | makVrl.Vector3f | inlinestatic |
| operator==(Vector3f left, Vector3f right) | makVrl.Vector3f | inlinestatic |
| Scale(float sx, float sy, float sz) | makVrl.Vector3f | inline |
| Scale(Vector3f scale) | makVrl.Vector3f | inline |
| Scale(ref Vector3f scale) | makVrl.Vector3f | inline |
| SizeInBytes | makVrl.Vector3f | static |
| Sub(Vector3f right) | makVrl.Vector3f | inline |
| Sub(ref Vector3f right) | makVrl.Vector3f | inline |
| Sub(Vector3f a, Vector3f b) | makVrl.Vector3f | inlinestatic |
| Sub(ref Vector3f a, ref Vector3f b, out Vector3f result) | makVrl.Vector3f | inlinestatic |
| Subtract(Vector3f a, Vector3f b) | makVrl.Vector3f | inlinestatic |
| Subtract(ref Vector3f a, ref Vector3f b, out Vector3f result) | makVrl.Vector3f | inlinestatic |
| this[int index] | makVrl.Vector3f | |
| ToString() | makVrl.Vector3f | inline |
| Transform(Vector3f vec, Matrix4 mat) | makVrl.Vector3f | inlinestatic |
| Transform(ref Vector3f vec, ref Matrix4 mat, out Vector3f result) | makVrl.Vector3f | inlinestatic |
| Transform(Vector3f vec, Quaternion quat) | makVrl.Vector3f | inlinestatic |
| Transform(ref Vector3f vec, ref Quaternion quat, out Vector3f result) | makVrl.Vector3f | inlinestatic |
| TransformNormal(Vector3f norm, Matrix4 mat) | makVrl.Vector3f | inlinestatic |
| TransformNormal(ref Vector3f norm, ref Matrix4 mat, out Vector3f result) | makVrl.Vector3f | inlinestatic |
| TransformNormalInverse(Vector3f norm, Matrix4 invMat) | makVrl.Vector3f | inlinestatic |
| TransformNormalInverse(ref Vector3f norm, ref Matrix4 invMat, out Vector3f result) | makVrl.Vector3f | inlinestatic |
| TransformPerspective(Vector3f vec, Matrix4 mat) | makVrl.Vector3f | inlinestatic |
| TransformPerspective(ref Vector3f vec, ref Matrix4 mat, out Vector3f result) | makVrl.Vector3f | inlinestatic |
| TransformPosition(Vector3f pos, Matrix4 mat) | makVrl.Vector3f | inlinestatic |
| TransformPosition(ref Vector3f pos, ref Matrix4 mat, out Vector3f result) | makVrl.Vector3f | inlinestatic |
| TransformVector(Vector3f vec, Matrix4 mat) | makVrl.Vector3f | inlinestatic |
| TransformVector(ref Vector3f vec, ref Matrix4 mat, out Vector3f result) | makVrl.Vector3f | inlinestatic |
| UnitX | makVrl.Vector3f | static |
| UnitY | makVrl.Vector3f | static |
| UnitZ | makVrl.Vector3f | static |
| Vector3f(float value) | makVrl.Vector3f | inline |
| Vector3f(float x, float y, float z) | makVrl.Vector3f | inline |
| Vector3f(Vector2 v) | makVrl.Vector3f | inline |
| Vector3f(Vector3f v) | makVrl.Vector3f | inline |
| Vector3f(Vector4 v) | makVrl.Vector3f | inline |
| X | makVrl.Vector3f | |
| Xy | makVrl.Vector3f | |
| Xz | makVrl.Vector3f | |
| Xzy | makVrl.Vector3f | |
| Y | makVrl.Vector3f | |
| Yx | makVrl.Vector3f | |
| Yxz | makVrl.Vector3f | |
| Yz | makVrl.Vector3f | |
| Yzx | makVrl.Vector3f | |
| Z | makVrl.Vector3f | |
| Zero | makVrl.Vector3f | static |
| Zx | makVrl.Vector3f | |
| Zxy | makVrl.Vector3f | |
| Zy | makVrl.Vector3f | |
| Zyx | makVrl.Vector3f |