Terraria v1.4.4.9
Terraria source code documentation
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System.Numerics.Vector4 Member List

This is the complete list of members for System.Numerics.Vector4, including all inherited members.

Abs(Vector4 value)System.Numerics.Vector4inlinestatic
Add(Vector4 left, Vector4 right)System.Numerics.Vector4inlinestatic
Clamp(Vector4 value1, Vector4 min, Vector4 max)System.Numerics.Vector4inlinestatic
CopyTo(float[] array)System.Numerics.Vector4inline
CopyTo(float[] array, int index)System.Numerics.Vector4inline
CopyTo(Span< float > destination)System.Numerics.Vector4inline
Distance(Vector4 value1, Vector4 value2)System.Numerics.Vector4inlinestatic
DistanceSquared(Vector4 value1, Vector4 value2)System.Numerics.Vector4inlinestatic
Divide(Vector4 left, Vector4 right)System.Numerics.Vector4inlinestatic
Divide(Vector4 left, float divisor)System.Numerics.Vector4inlinestatic
Dot(Vector4 vector1, Vector4 vector2)System.Numerics.Vector4inlinestatic
Equals(Vector4 other)System.Numerics.Vector4inline
Equals([NotNullWhen(true)] object? obj)System.Numerics.Vector4inline
IEquatable< Vector4 >.Equals(T? other)System.IEquatable< Vector4 >
GetHashCode()System.Numerics.Vector4inline
Length()System.Numerics.Vector4inline
LengthSquared()System.Numerics.Vector4inline
Lerp(Vector4 value1, Vector4 value2, float amount)System.Numerics.Vector4inlinestatic
Max(Vector4 value1, Vector4 value2)System.Numerics.Vector4inlinestatic
Min(Vector4 value1, Vector4 value2)System.Numerics.Vector4inlinestatic
Multiply(Vector4 left, Vector4 right)System.Numerics.Vector4inlinestatic
Multiply(Vector4 left, float right)System.Numerics.Vector4inlinestatic
Multiply(float left, Vector4 right)System.Numerics.Vector4inlinestatic
Negate(Vector4 value)System.Numerics.Vector4inlinestatic
Normalize(Vector4 vector)System.Numerics.Vector4inlinestatic
OneSystem.Numerics.Vector4static
operator!=(Vector4 left, Vector4 right)System.Numerics.Vector4inlinestatic
operator*(Vector4 left, Vector4 right)System.Numerics.Vector4inlinestatic
operator*(Vector4 left, float right)System.Numerics.Vector4inlinestatic
operator*(float left, Vector4 right)System.Numerics.Vector4inlinestatic
operator+(Vector4 left, Vector4 right)System.Numerics.Vector4inlinestatic
operator-(Vector4 left, Vector4 right)System.Numerics.Vector4inlinestatic
operator-(Vector4 value)System.Numerics.Vector4inlinestatic
operator/(Vector4 left, Vector4 right)System.Numerics.Vector4inlinestatic
operator/(Vector4 value1, float value2)System.Numerics.Vector4inlinestatic
operator==(Vector4 left, Vector4 right)System.Numerics.Vector4inlinestatic
SquareRoot(Vector4 value)System.Numerics.Vector4inlinestatic
Subtract(Vector4 left, Vector4 right)System.Numerics.Vector4inlinestatic
ToString()System.Numerics.Vector4inline
ToString(string? format)System.Numerics.Vector4inline
ToString(string? format, IFormatProvider? formatProvider)System.Numerics.Vector4inline
Transform(Vector2 position, Matrix4x4 matrix)System.Numerics.Vector4inlinestatic
Transform(Vector2 value, Quaternion rotation)System.Numerics.Vector4inlinestatic
Transform(Vector3 position, Matrix4x4 matrix)System.Numerics.Vector4inlinestatic
Transform(Vector3 value, Quaternion rotation)System.Numerics.Vector4inlinestatic
Transform(Vector4 vector, Matrix4x4 matrix)System.Numerics.Vector4inlinestatic
Transform(Vector4 value, Quaternion rotation)System.Numerics.Vector4inlinestatic
TryCopyTo(Span< float > destination)System.Numerics.Vector4inline
UnitWSystem.Numerics.Vector4static
UnitXSystem.Numerics.Vector4static
UnitYSystem.Numerics.Vector4static
UnitZSystem.Numerics.Vector4static
Vector4(float value)System.Numerics.Vector4inline
Vector4(Vector2 value, float z, float w)System.Numerics.Vector4inline
Vector4(Vector3 value, float w)System.Numerics.Vector4inline
Vector4(float x, float y, float z, float w)System.Numerics.Vector4inline
Vector4(ReadOnlySpan< float > values)System.Numerics.Vector4inline
WSystem.Numerics.Vector4
XSystem.Numerics.Vector4
YSystem.Numerics.Vector4
ZSystem.Numerics.Vector4
ZeroSystem.Numerics.Vector4static