A Vector3d in 3D space. Vector3d is just like Unity's Vector3 class, except it uses doubles instead of floats, so refer to the Unity documentation on Vector3. Vector3d also adds a few functions. More...
Public Member Functions | |
| Vector3d (double x, double y) | |
| Vector3d (double x, double y, double z) | |
| override bool | Equals (object other) |
| override int | GetHashCode () |
| void | Normalize () |
| void | Scale (Vector3d scale) |
| override string | ToString () |
Static Public Member Functions | |
| static Vector3d | operator- (Vector3d a) |
| static Vector3d | operator- (Vector3 a, Vector3d b) |
| static Vector3d | operator- (Vector3d a, Vector3 b) |
| static Vector3d | operator- (Vector3d a, Vector3d b) |
| static bool | operator!= (Vector3d lhs, Vector3d rhs) |
| static Vector3d | operator* (double d, Vector3d a) |
| static Vector3d | operator* (Vector3d a, double d) |
| static Vector3d | operator/ (Vector3d a, double d) |
| static Vector3d | operator+ (Vector3 a, Vector3d b) |
| static Vector3d | operator+ (Vector3d a, Vector3 b) |
| static Vector3d | operator+ (Vector3d a, Vector3d b) |
| static bool | operator== (Vector3d lhs, Vector3d rhs) |
| static implicit | operator Vector3d (Vector3 v) |
| static implicit | operator Vector3 (Vector3d v) |
| static double | Angle (Vector3d from, Vector3d to) |
| static double | AngleBetween (Vector3d from, Vector3d to) |
| static Vector3d | Cross (Vector3d lhs, Vector3d rhs) |
| static double | Distance (Vector3d a, Vector3d b) |
| static double | Dot (Vector3d lhs, Vector3d rhs) |
| static Vector3d | Exclude (Vector3d excludeThis, Vector3d fromThat) |
| Returns More... | |
| static Vector3d | Lerp (Vector3d from, Vector3d to, float t) |
| static double | Magnitude (Vector3d a) |
| static Vector3d | Max (Vector3d lhs, Vector3d rhs) |
| static Vector3d | Min (Vector3d lhs, Vector3d rhs) |
| static Vector3d | Normalize (Vector3d value) |
| static void | OrthoNormalize (ref Vector3d normal, ref Vector3d tangent) |
| static void | OrthoNormalize (ref Vector3d normal, ref Vector3d tangent, ref Vector3d binormal) |
| static Vector3d | Project (Vector3d vector, Vector3d onNormal) |
| static Vector3d | Reflect (Vector3d inDirection, Vector3d inNormal) |
| static Vector3d | RotateTowards (Vector3d from, Vector3d to, float maxRadiansDelta, float maxMagnitudeDelta) |
| static Vector3d | Scale (Vector3d a, Vector3d b) |
| static Vector3d | Slerp (Vector3d from, Vector3d to, float t) |
| static double | SqrMagnitude (Vector3d a) |
Public Attributes | |
| const float | kEpsilon = 1e-005f |
| double | x |
| double | y |
| double | z |
Properties | |
| static Vector3d | back [get] |
| Minus forward More... | |
| static Vector3d | down [get] |
| Minus up More... | |
| static Vector3d | forward [get] |
| static Vector3d | fwd [get] |
| static Vector3d | left [get] |
| Minus right. More... | |
| double | magnitude [get] |
| Vector3d | normalized [get] |
| static Vector3d | one [get] |
| static Vector3d | right [get] |
| double | sqrMagnitude [get] |
| static Vector3d | up [get] |
| Vector3d | xzy [get] |
| Returs a new Vector3d with the y and z coordinates swapped? More... | |
| static Vector3d | zero [get] |
| double | this[int index] [get, set] |
A Vector3d in 3D space. Vector3d is just like Unity's Vector3 class, except it uses doubles instead of floats, so refer to the Unity documentation on Vector3. Vector3d also adds a few functions.
| Vector3d.Vector3d | ( | double | x, |
| double | y | ||
| ) |
| Vector3d.Vector3d | ( | double | x, |
| double | y, | ||
| double | z | ||
| ) |
| override bool Vector3d.Equals | ( | object | other | ) |
Returns
fromThat - Vector3d.Project(fromThat, excludeThis). That is, it removes the component of fromThat that is parallel to excludeThis and returns the remainder, which will be perpendicular to excludeThis.
| excludeThis | The direction to exclude from the result. |
| fromThat | The starting vector |
| override int Vector3d.GetHashCode | ( | ) |
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| void Vector3d.Normalize | ( | ) |
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| void Vector3d.Scale | ( | Vector3d | scale | ) |
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| override string Vector3d.ToString | ( | ) |
| const float Vector3d.kEpsilon = 1e-005f |
| double Vector3d.x |
| double Vector3d.y |
| double Vector3d.z |
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Minus forward
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Minus up
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Minus right.
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1.8.7