Terraria v1.4.4.9
Terraria source code documentation
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System.Numerics.Vector2 Member List

This is the complete list of members for System.Numerics.Vector2, including all inherited members.

Abs(Vector2 value)System.Numerics.Vector2inlinestatic
Add(Vector2 left, Vector2 right)System.Numerics.Vector2inlinestatic
Clamp(Vector2 value1, Vector2 min, Vector2 max)System.Numerics.Vector2inlinestatic
CopyTo(float[] array)System.Numerics.Vector2inline
CopyTo(float[] array, int index)System.Numerics.Vector2inline
CopyTo(Span< float > destination)System.Numerics.Vector2inline
Distance(Vector2 value1, Vector2 value2)System.Numerics.Vector2inlinestatic
DistanceSquared(Vector2 value1, Vector2 value2)System.Numerics.Vector2inlinestatic
Divide(Vector2 left, Vector2 right)System.Numerics.Vector2inlinestatic
Divide(Vector2 left, float divisor)System.Numerics.Vector2inlinestatic
Dot(Vector2 value1, Vector2 value2)System.Numerics.Vector2inlinestatic
Equals([NotNullWhen(true)] object? obj)System.Numerics.Vector2inline
Equals(Vector2 other)System.Numerics.Vector2inline
IEquatable< Vector2 >.Equals(T? other)System.IEquatable< Vector2 >
GetHashCode()System.Numerics.Vector2inline
Length()System.Numerics.Vector2inline
LengthSquared()System.Numerics.Vector2inline
Lerp(Vector2 value1, Vector2 value2, float amount)System.Numerics.Vector2inlinestatic
Max(Vector2 value1, Vector2 value2)System.Numerics.Vector2inlinestatic
Min(Vector2 value1, Vector2 value2)System.Numerics.Vector2inlinestatic
Multiply(Vector2 left, Vector2 right)System.Numerics.Vector2inlinestatic
Multiply(Vector2 left, float right)System.Numerics.Vector2inlinestatic
Multiply(float left, Vector2 right)System.Numerics.Vector2inlinestatic
Negate(Vector2 value)System.Numerics.Vector2inlinestatic
Normalize(Vector2 value)System.Numerics.Vector2inlinestatic
OneSystem.Numerics.Vector2static
operator!=(Vector2 left, Vector2 right)System.Numerics.Vector2inlinestatic
operator*(Vector2 left, Vector2 right)System.Numerics.Vector2inlinestatic
operator*(Vector2 left, float right)System.Numerics.Vector2inlinestatic
operator*(float left, Vector2 right)System.Numerics.Vector2inlinestatic
operator+(Vector2 left, Vector2 right)System.Numerics.Vector2inlinestatic
operator-(Vector2 left, Vector2 right)System.Numerics.Vector2inlinestatic
operator-(Vector2 value)System.Numerics.Vector2inlinestatic
operator/(Vector2 left, Vector2 right)System.Numerics.Vector2inlinestatic
operator/(Vector2 value1, float value2)System.Numerics.Vector2inlinestatic
operator==(Vector2 left, Vector2 right)System.Numerics.Vector2inlinestatic
Reflect(Vector2 vector, Vector2 normal)System.Numerics.Vector2inlinestatic
SquareRoot(Vector2 value)System.Numerics.Vector2inlinestatic
Subtract(Vector2 left, Vector2 right)System.Numerics.Vector2inlinestatic
ToString()System.Numerics.Vector2inline
ToString(string? format)System.Numerics.Vector2inline
ToString(string? format, IFormatProvider? formatProvider)System.Numerics.Vector2inline
Transform(Vector2 position, Matrix3x2 matrix)System.Numerics.Vector2inlinestatic
Transform(Vector2 position, Matrix4x4 matrix)System.Numerics.Vector2inlinestatic
Transform(Vector2 value, Quaternion rotation)System.Numerics.Vector2inlinestatic
TransformNormal(Vector2 normal, Matrix3x2 matrix)System.Numerics.Vector2inlinestatic
TransformNormal(Vector2 normal, Matrix4x4 matrix)System.Numerics.Vector2inlinestatic
TryCopyTo(Span< float > destination)System.Numerics.Vector2inline
UnitXSystem.Numerics.Vector2static
UnitYSystem.Numerics.Vector2static
Vector2(float value)System.Numerics.Vector2inline
Vector2(float x, float y)System.Numerics.Vector2inline
Vector2(ReadOnlySpan< float > values)System.Numerics.Vector2inline
XSystem.Numerics.Vector2
YSystem.Numerics.Vector2
ZeroSystem.Numerics.Vector2static