Terraria v1.4.4.9
Terraria source code documentation
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This is the complete list of members for Microsoft.Xna.Framework.Vector4, including all inherited members.
_one | Microsoft.Xna.Framework.Vector4 | privatestatic |
_unitW | Microsoft.Xna.Framework.Vector4 | privatestatic |
_unitX | Microsoft.Xna.Framework.Vector4 | privatestatic |
_unitY | Microsoft.Xna.Framework.Vector4 | privatestatic |
_unitZ | Microsoft.Xna.Framework.Vector4 | privatestatic |
_zero | Microsoft.Xna.Framework.Vector4 | privatestatic |
Add(Vector4 value1, Vector4 value2) | Microsoft.Xna.Framework.Vector4 | inlinestatic |
Add(ref Vector4 value1, ref Vector4 value2, out Vector4 result) | Microsoft.Xna.Framework.Vector4 | inlinestatic |
Barycentric(Vector4 value1, Vector4 value2, Vector4 value3, float amount1, float amount2) | Microsoft.Xna.Framework.Vector4 | inlinestatic |
Barycentric(ref Vector4 value1, ref Vector4 value2, ref Vector4 value3, float amount1, float amount2, out Vector4 result) | Microsoft.Xna.Framework.Vector4 | inlinestatic |
CatmullRom(Vector4 value1, Vector4 value2, Vector4 value3, Vector4 value4, float amount) | Microsoft.Xna.Framework.Vector4 | inlinestatic |
CatmullRom(ref Vector4 value1, ref Vector4 value2, ref Vector4 value3, ref Vector4 value4, float amount, out Vector4 result) | Microsoft.Xna.Framework.Vector4 | inlinestatic |
Clamp(Vector4 value1, Vector4 min, Vector4 max) | Microsoft.Xna.Framework.Vector4 | inlinestatic |
Clamp(ref Vector4 value1, ref Vector4 min, ref Vector4 max, out Vector4 result) | Microsoft.Xna.Framework.Vector4 | inlinestatic |
Distance(Vector4 value1, Vector4 value2) | Microsoft.Xna.Framework.Vector4 | inlinestatic |
Distance(ref Vector4 value1, ref Vector4 value2, out float result) | Microsoft.Xna.Framework.Vector4 | inlinestatic |
DistanceSquared(Vector4 value1, Vector4 value2) | Microsoft.Xna.Framework.Vector4 | inlinestatic |
DistanceSquared(ref Vector4 value1, ref Vector4 value2, out float result) | Microsoft.Xna.Framework.Vector4 | inlinestatic |
Divide(Vector4 value1, Vector4 value2) | Microsoft.Xna.Framework.Vector4 | inlinestatic |
Divide(ref Vector4 value1, ref Vector4 value2, out Vector4 result) | Microsoft.Xna.Framework.Vector4 | inlinestatic |
Divide(Vector4 value1, float divider) | Microsoft.Xna.Framework.Vector4 | inlinestatic |
Divide(ref Vector4 value1, float divider, out Vector4 result) | Microsoft.Xna.Framework.Vector4 | inlinestatic |
Dot(Vector4 vector1, Vector4 vector2) | Microsoft.Xna.Framework.Vector4 | inlinestatic |
Dot(ref Vector4 vector1, ref Vector4 vector2, out float result) | Microsoft.Xna.Framework.Vector4 | inlinestatic |
Equals(Vector4 other) | Microsoft.Xna.Framework.Vector4 | inline |
Equals(object obj) | Microsoft.Xna.Framework.Vector4 | inline |
IEquatable< Vector4 >.Equals(T? other) | System.IEquatable< Vector4 > | |
GetHashCode() | Microsoft.Xna.Framework.Vector4 | inline |
Hermite(Vector4 value1, Vector4 tangent1, Vector4 value2, Vector4 tangent2, float amount) | Microsoft.Xna.Framework.Vector4 | inlinestatic |
Hermite(ref Vector4 value1, ref Vector4 tangent1, ref Vector4 value2, ref Vector4 tangent2, float amount, out Vector4 result) | Microsoft.Xna.Framework.Vector4 | inlinestatic |
Length() | Microsoft.Xna.Framework.Vector4 | inline |
LengthSquared() | Microsoft.Xna.Framework.Vector4 | inline |
Lerp(Vector4 value1, Vector4 value2, float amount) | Microsoft.Xna.Framework.Vector4 | inlinestatic |
Lerp(ref Vector4 value1, ref Vector4 value2, float amount, out Vector4 result) | Microsoft.Xna.Framework.Vector4 | inlinestatic |
Max(Vector4 value1, Vector4 value2) | Microsoft.Xna.Framework.Vector4 | inlinestatic |
Max(ref Vector4 value1, ref Vector4 value2, out Vector4 result) | Microsoft.Xna.Framework.Vector4 | inlinestatic |
Min(Vector4 value1, Vector4 value2) | Microsoft.Xna.Framework.Vector4 | inlinestatic |
Min(ref Vector4 value1, ref Vector4 value2, out Vector4 result) | Microsoft.Xna.Framework.Vector4 | inlinestatic |
Multiply(Vector4 value1, Vector4 value2) | Microsoft.Xna.Framework.Vector4 | inlinestatic |
Multiply(ref Vector4 value1, ref Vector4 value2, out Vector4 result) | Microsoft.Xna.Framework.Vector4 | inlinestatic |
Multiply(Vector4 value1, float scaleFactor) | Microsoft.Xna.Framework.Vector4 | inlinestatic |
Multiply(ref Vector4 value1, float scaleFactor, out Vector4 result) | Microsoft.Xna.Framework.Vector4 | inlinestatic |
Negate(Vector4 value) | Microsoft.Xna.Framework.Vector4 | inlinestatic |
Negate(ref Vector4 value, out Vector4 result) | Microsoft.Xna.Framework.Vector4 | inlinestatic |
Normalize() | Microsoft.Xna.Framework.Vector4 | inline |
Normalize(Vector4 vector) | Microsoft.Xna.Framework.Vector4 | inlinestatic |
Normalize(ref Vector4 vector, out Vector4 result) | Microsoft.Xna.Framework.Vector4 | inlinestatic |
One | Microsoft.Xna.Framework.Vector4 | static |
operator!=(Vector4 value1, Vector4 value2) | Microsoft.Xna.Framework.Vector4 | inlinestatic |
operator*(Vector4 value1, Vector4 value2) | Microsoft.Xna.Framework.Vector4 | inlinestatic |
operator*(Vector4 value1, float scaleFactor) | Microsoft.Xna.Framework.Vector4 | inlinestatic |
operator*(float scaleFactor, Vector4 value1) | Microsoft.Xna.Framework.Vector4 | inlinestatic |
operator+(Vector4 value1, Vector4 value2) | Microsoft.Xna.Framework.Vector4 | inlinestatic |
operator-(Vector4 value) | Microsoft.Xna.Framework.Vector4 | inlinestatic |
operator-(Vector4 value1, Vector4 value2) | Microsoft.Xna.Framework.Vector4 | inlinestatic |
operator/(Vector4 value1, Vector4 value2) | Microsoft.Xna.Framework.Vector4 | inlinestatic |
operator/(Vector4 value1, float divider) | Microsoft.Xna.Framework.Vector4 | inlinestatic |
operator==(Vector4 value1, Vector4 value2) | Microsoft.Xna.Framework.Vector4 | inlinestatic |
SmoothStep(Vector4 value1, Vector4 value2, float amount) | Microsoft.Xna.Framework.Vector4 | inlinestatic |
SmoothStep(ref Vector4 value1, ref Vector4 value2, float amount, out Vector4 result) | Microsoft.Xna.Framework.Vector4 | inlinestatic |
Subtract(Vector4 value1, Vector4 value2) | Microsoft.Xna.Framework.Vector4 | inlinestatic |
Subtract(ref Vector4 value1, ref Vector4 value2, out Vector4 result) | Microsoft.Xna.Framework.Vector4 | inlinestatic |
ToString() | Microsoft.Xna.Framework.Vector4 | inline |
Transform(Vector2 position, Matrix matrix) | Microsoft.Xna.Framework.Vector4 | inlinestatic |
Transform(ref Vector2 position, ref Matrix matrix, out Vector4 result) | Microsoft.Xna.Framework.Vector4 | inlinestatic |
Transform(Vector3 position, Matrix matrix) | Microsoft.Xna.Framework.Vector4 | inlinestatic |
Transform(ref Vector3 position, ref Matrix matrix, out Vector4 result) | Microsoft.Xna.Framework.Vector4 | inlinestatic |
Transform(Vector4 vector, Matrix matrix) | Microsoft.Xna.Framework.Vector4 | inlinestatic |
Transform(ref Vector4 vector, ref Matrix matrix, out Vector4 result) | Microsoft.Xna.Framework.Vector4 | inlinestatic |
Transform(Vector2 value, Quaternion rotation) | Microsoft.Xna.Framework.Vector4 | inlinestatic |
Transform(ref Vector2 value, ref Quaternion rotation, out Vector4 result) | Microsoft.Xna.Framework.Vector4 | inlinestatic |
Transform(Vector3 value, Quaternion rotation) | Microsoft.Xna.Framework.Vector4 | inlinestatic |
Transform(ref Vector3 value, ref Quaternion rotation, out Vector4 result) | Microsoft.Xna.Framework.Vector4 | inlinestatic |
Transform(Vector4 value, Quaternion rotation) | Microsoft.Xna.Framework.Vector4 | inlinestatic |
Transform(ref Vector4 value, ref Quaternion rotation, out Vector4 result) | Microsoft.Xna.Framework.Vector4 | inlinestatic |
Transform(Vector4[] sourceArray, ref Matrix matrix, Vector4[] destinationArray) | Microsoft.Xna.Framework.Vector4 | inlinestatic |
Transform(Vector4[] sourceArray, int sourceIndex, ref Matrix matrix, Vector4[] destinationArray, int destinationIndex, int length) | Microsoft.Xna.Framework.Vector4 | inlinestatic |
Transform(Vector4[] sourceArray, ref Quaternion rotation, Vector4[] destinationArray) | Microsoft.Xna.Framework.Vector4 | inlinestatic |
Transform(Vector4[] sourceArray, int sourceIndex, ref Quaternion rotation, Vector4[] destinationArray, int destinationIndex, int length) | Microsoft.Xna.Framework.Vector4 | inlinestatic |
UnitW | Microsoft.Xna.Framework.Vector4 | static |
UnitX | Microsoft.Xna.Framework.Vector4 | static |
UnitY | Microsoft.Xna.Framework.Vector4 | static |
UnitZ | Microsoft.Xna.Framework.Vector4 | static |
Vector4(float x, float y, float z, float w) | Microsoft.Xna.Framework.Vector4 | inline |
Vector4(Vector2 value, float z, float w) | Microsoft.Xna.Framework.Vector4 | inline |
Vector4(Vector3 value, float w) | Microsoft.Xna.Framework.Vector4 | inline |
Vector4(float value) | Microsoft.Xna.Framework.Vector4 | inline |
W | Microsoft.Xna.Framework.Vector4 | |
X | Microsoft.Xna.Framework.Vector4 | |
Y | Microsoft.Xna.Framework.Vector4 | |
Z | Microsoft.Xna.Framework.Vector4 | |
Zero | Microsoft.Xna.Framework.Vector4 | static |