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