Terraria v1.4.4.9
Terraria source code documentation
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System.Numerics.Vector3 Member List

This is the complete list of members for System.Numerics.Vector3, including all inherited members.

Abs(Vector3 value)System.Numerics.Vector3inlinestatic
Add(Vector3 left, Vector3 right)System.Numerics.Vector3inlinestatic
Clamp(Vector3 value1, Vector3 min, Vector3 max)System.Numerics.Vector3inlinestatic
CopyTo(float[] array)System.Numerics.Vector3inline
CopyTo(float[] array, int index)System.Numerics.Vector3inline
CopyTo(Span< float > destination)System.Numerics.Vector3inline
Cross(Vector3 vector1, Vector3 vector2)System.Numerics.Vector3inlinestatic
Distance(Vector3 value1, Vector3 value2)System.Numerics.Vector3inlinestatic
DistanceSquared(Vector3 value1, Vector3 value2)System.Numerics.Vector3inlinestatic
Divide(Vector3 left, Vector3 right)System.Numerics.Vector3inlinestatic
Divide(Vector3 left, float divisor)System.Numerics.Vector3inlinestatic
Dot(Vector3 vector1, Vector3 vector2)System.Numerics.Vector3inlinestatic
Equals([NotNullWhen(true)] object? obj)System.Numerics.Vector3inline
Equals(Vector3 other)System.Numerics.Vector3inline
IEquatable< Vector3 >.Equals(T? other)System.IEquatable< Vector3 >
GetHashCode()System.Numerics.Vector3inline
Length()System.Numerics.Vector3inline
LengthSquared()System.Numerics.Vector3inline
Lerp(Vector3 value1, Vector3 value2, float amount)System.Numerics.Vector3inlinestatic
Max(Vector3 value1, Vector3 value2)System.Numerics.Vector3inlinestatic
Min(Vector3 value1, Vector3 value2)System.Numerics.Vector3inlinestatic
Multiply(Vector3 left, Vector3 right)System.Numerics.Vector3inlinestatic
Multiply(Vector3 left, float right)System.Numerics.Vector3inlinestatic
Multiply(float left, Vector3 right)System.Numerics.Vector3inlinestatic
Negate(Vector3 value)System.Numerics.Vector3inlinestatic
Normalize(Vector3 value)System.Numerics.Vector3inlinestatic
OneSystem.Numerics.Vector3static
operator!=(Vector3 left, Vector3 right)System.Numerics.Vector3inlinestatic
operator*(Vector3 left, Vector3 right)System.Numerics.Vector3inlinestatic
operator*(Vector3 left, float right)System.Numerics.Vector3inlinestatic
operator*(float left, Vector3 right)System.Numerics.Vector3inlinestatic
operator+(Vector3 left, Vector3 right)System.Numerics.Vector3inlinestatic
operator-(Vector3 left, Vector3 right)System.Numerics.Vector3inlinestatic
operator-(Vector3 value)System.Numerics.Vector3inlinestatic
operator/(Vector3 left, Vector3 right)System.Numerics.Vector3inlinestatic
operator/(Vector3 value1, float value2)System.Numerics.Vector3inlinestatic
operator==(Vector3 left, Vector3 right)System.Numerics.Vector3inlinestatic
Reflect(Vector3 vector, Vector3 normal)System.Numerics.Vector3inlinestatic
SquareRoot(Vector3 value)System.Numerics.Vector3inlinestatic
Subtract(Vector3 left, Vector3 right)System.Numerics.Vector3inlinestatic
ToString()System.Numerics.Vector3inline
ToString(string? format)System.Numerics.Vector3inline
ToString(string? format, IFormatProvider? formatProvider)System.Numerics.Vector3inline
Transform(Vector3 position, Matrix4x4 matrix)System.Numerics.Vector3inlinestatic
Transform(Vector3 value, Quaternion rotation)System.Numerics.Vector3inlinestatic
TransformNormal(Vector3 normal, Matrix4x4 matrix)System.Numerics.Vector3inlinestatic
TryCopyTo(Span< float > destination)System.Numerics.Vector3inline
UnitXSystem.Numerics.Vector3static
UnitYSystem.Numerics.Vector3static
UnitZSystem.Numerics.Vector3static
Vector3(float value)System.Numerics.Vector3inline
Vector3(Vector2 value, float z)System.Numerics.Vector3inline
Vector3(float x, float y, float z)System.Numerics.Vector3inline
Vector3(ReadOnlySpan< float > values)System.Numerics.Vector3inline
XSystem.Numerics.Vector3
YSystem.Numerics.Vector3
ZSystem.Numerics.Vector3
ZeroSystem.Numerics.Vector3static