39 instantiations of Vector3
System.Numerics (39)
System\Numerics\Matrix4x4.cs (12)
121return new Vector3(M41, M42, M43); 196Vector3 zaxis = new Vector3( 254Vector3 faceDir = new Vector3( 286zaxis = (Math.Abs(rotateAxis.Z) > minAngle) ? new Vector3(1, 0, 0) : new Vector3(0, 0, -1); 1512canonicalBasis.Row0 = new Vector3(1.0f, 0.0f, 0.0f); 1513canonicalBasis.Row1 = new Vector3(0.0f, 1.0f, 0.0f); 1514canonicalBasis.Row2 = new Vector3(0.0f, 0.0f, 1.0f); 1516translation = new Vector3( 1525*(pVectorBasis[0]) = new Vector3(matrix.M11, matrix.M12, matrix.M13); 1526*(pVectorBasis[1]) = new Vector3(matrix.M21, matrix.M22, matrix.M23); 1527*(pVectorBasis[2]) = new Vector3(matrix.M31, matrix.M32, matrix.M33);
System\Numerics\Plane.cs (3)
32Normal = new Vector3(x, y, z); 54Normal = new Vector3(value.X, value.Y, value.Z); 101Vector3 normal = new Vector3(
System\Numerics\Vector3.cs (13)
19public static Vector3 Zero { get { return new Vector3(); } } 23public static Vector3 One { get { return new Vector3(1.0f, 1.0f, 1.0f); } } 27public static Vector3 UnitX { get { return new Vector3(1.0f, 0.0f, 0.0f); } } 31public static Vector3 UnitY { get { return new Vector3(0.0f, 1.0f, 0.0f); } } 35public static Vector3 UnitZ { get { return new Vector3(0.0f, 0.0f, 1.0f); } } 213return new Vector3(value.X / length, value.Y / length, value.Z / length); 226return new Vector3( 253return new Vector3(vector.X - tempX, vector.Y - tempY, vector.Z - tempZ); 282return new Vector3(x, y, z); 303return new Vector3( 319return new Vector3( 334return new Vector3( 363return new Vector3(
System\Numerics\Vector3_Intrinsics.cs (11)
137return new Vector3( 153return new Vector3( 168return new Vector3(Math.Abs(value.X), Math.Abs(value.Y), Math.Abs(value.Z)); 180return new Vector3((Single)Math.Sqrt(value.X), (Single)Math.Sqrt(value.Y), (Single)Math.Sqrt(value.Z)); 195return new Vector3(left.X + right.X, left.Y + right.Y, left.Z + right.Z); 208return new Vector3(left.X - right.X, left.Y - right.Y, left.Z - right.Z); 221return new Vector3(left.X * right.X, left.Y * right.Y, left.Z * right.Z); 234return left * new Vector3(right); 247return new Vector3(left) * right; 260return new Vector3(left.X / right.X, left.Y / right.Y, left.Z / right.Z); 275return new Vector3(
208 references to Vector3
System.Numerics (208)
System\Numerics\Matrix4x4.cs (86)
117public Vector3 Translation 192public static Matrix4x4 CreateBillboard(Vector3 objectPosition, Vector3 cameraPosition, Vector3 cameraUpVector, Vector3 cameraForwardVector) 196Vector3 zaxis = new Vector3( 209zaxis = Vector3.Multiply(zaxis, 1.0f / (float)Math.Sqrt(norm)); 212Vector3 xaxis = Vector3.Normalize(Vector3.Cross(cameraUpVector, zaxis)); 214Vector3 yaxis = Vector3.Cross(zaxis, xaxis); 248public static Matrix4x4 CreateConstrainedBillboard(Vector3 objectPosition, Vector3 cameraPosition, Vector3 rotateAxis, Vector3 cameraForwardVector, Vector3 objectForwardVector) 254Vector3 faceDir = new Vector3( 267faceDir = Vector3.Multiply(faceDir, (1.0f / (float)Math.Sqrt(norm))); 270Vector3 yaxis = rotateAxis; 271Vector3 xaxis; 272Vector3 zaxis; 275float dot = Vector3.Dot(rotateAxis, faceDir); 282dot = Vector3.Dot(rotateAxis, zaxis); 289xaxis = Vector3.Normalize(Vector3.Cross(rotateAxis, zaxis)); 290zaxis = Vector3.Normalize(Vector3.Cross(xaxis, rotateAxis)); 294xaxis = Vector3.Normalize(Vector3.Cross(rotateAxis, faceDir)); 295zaxis = Vector3.Normalize(Vector3.Cross(xaxis, yaxis)); 326public static Matrix4x4 CreateTranslation(Vector3 position) 422public static Matrix4x4 CreateScale(float xScale, float yScale, float zScale, Vector3 centerPoint) 455public static Matrix4x4 CreateScale(Vector3 scales) 485public static Matrix4x4 CreateScale(Vector3 scales, Vector3 centerPoint) 548public static Matrix4x4 CreateScale(float scale, Vector3 centerPoint) 618public static Matrix4x4 CreateRotationX(float radians, Vector3 centerPoint) 694public static Matrix4x4 CreateRotationY(float radians, Vector3 centerPoint) 770public static Matrix4x4 CreateRotationZ(float radians, Vector3 centerPoint) 810public static Matrix4x4 CreateFromAxisAngle(Vector3 axis, float angle) 1050public static Matrix4x4 CreateLookAt(Vector3 cameraPosition, Vector3 cameraTarget, Vector3 cameraUpVector) 1052Vector3 zaxis = Vector3.Normalize(cameraPosition - cameraTarget); 1053Vector3 xaxis = Vector3.Normalize(Vector3.Cross(cameraUpVector, zaxis)); 1054Vector3 yaxis = Vector3.Cross(zaxis, xaxis); 1070result.M41 = -Vector3.Dot(xaxis, cameraPosition); 1071result.M42 = -Vector3.Dot(yaxis, cameraPosition); 1072result.M43 = -Vector3.Dot(zaxis, cameraPosition); 1085public static Matrix4x4 CreateWorld(Vector3 position, Vector3 forward, Vector3 up) 1087Vector3 zaxis = Vector3.Normalize(-forward); 1088Vector3 xaxis = Vector3.Normalize(Vector3.Cross(up, zaxis)); 1089Vector3 yaxis = Vector3.Cross(zaxis, xaxis); 1173public static Matrix4x4 CreateShadow(Vector3 lightDirection, Plane plane) 1470public Vector3 Row0; 1471public Vector3 Row1; 1472public Vector3 Row2; 1478public unsafe Vector3* Element0; 1479public unsafe Vector3* Element1; 1480public unsafe Vector3* Element2; 1493public static bool Decompose(Matrix4x4 matrix, out Vector3 scale, out Quaternion rotation, out Vector3 translation) 1499fixed (Vector3* scaleBase = &scale) 1506Vector3** pVectorBasis = (Vector3**)&vectorBasis; 1510Vector3* pCanonicalBasis = &canonicalBasis.Row0; 1521pVectorBasis[0] = (Vector3*)&matTemp.M11; 1522pVectorBasis[1] = (Vector3*)&matTemp.M21; 1523pVectorBasis[2] = (Vector3*)&matTemp.M31; 1591*pVectorBasis[a] = Vector3.Normalize(*pVectorBasis[a]); 1641*pVectorBasis[b] = Vector3.Cross(*pVectorBasis[a], *(pCanonicalBasis + cc)); 1644*pVectorBasis[b] = Vector3.Normalize(*pVectorBasis[b]); 1648*pVectorBasis[c] = Vector3.Cross(*pVectorBasis[a], *pVectorBasis[b]); 1651*pVectorBasis[c] = Vector3.Normalize(*pVectorBasis[c]);
System\Numerics\Plane.cs (17)
17public Vector3 Normal; 41public Plane(Vector3 normal, float d) 66public static Plane CreateFromVertices(Vector3 point1, Vector3 point2, Vector3 point3) 70Vector3 a = point2 - point1; 71Vector3 b = point3 - point1; 74Vector3 n = Vector3.Cross(a, b); 75Vector3 normal = Vector3.Normalize(n); 78float d = -Vector3.Dot(normal, point1); 101Vector3 normal = new Vector3( 243public static float DotCoordinate(Plane plane, Vector3 value) 247return Vector3.Dot(plane.Normal, value) + plane.D; 265public static float DotNormal(Plane plane, Vector3 value) 269return Vector3.Dot(plane.Normal, value);
System\Numerics\Quaternion.cs (2)
67public Quaternion(Vector3 vectorPart, float scalarPart) 163public static Quaternion CreateFromAxisAngle(Vector3 axis, float angle)
System\Numerics\Vector3.cs (63)
13public partial struct Vector3 : IEquatable<Vector3>, IFormattable 19public static Vector3 Zero { get { return new Vector3(); } } 23public static Vector3 One { get { return new Vector3(1.0f, 1.0f, 1.0f); } } 27public static Vector3 UnitX { get { return new Vector3(1.0f, 0.0f, 0.0f); } } 31public static Vector3 UnitY { get { return new Vector3(0.0f, 1.0f, 0.0f); } } 35public static Vector3 UnitZ { get { return new Vector3(0.0f, 0.0f, 1.0f); } } 60if (!(obj is Vector3)) 62return Equals((Vector3)obj); 116float ls = Vector3.Dot(this, this); 135return Vector3.Dot(this, this); 152public static float Distance(Vector3 value1, Vector3 value2) 156Vector3 difference = value1 - value2; 157float ls = Vector3.Dot(difference, difference); 179public static float DistanceSquared(Vector3 value1, Vector3 value2) 183Vector3 difference = value1 - value2; 184return Vector3.Dot(difference, difference); 202public static Vector3 Normalize(Vector3 value) 224public static Vector3 Cross(Vector3 vector1, Vector3 vector2) 239public static Vector3 Reflect(Vector3 vector, Vector3 normal) 243float dot = Vector3.Dot(vector, normal); 244Vector3 temp = normal * dot * 2f; 265public static Vector3 Clamp(Vector3 value1, Vector3 min, Vector3 max) 293public static Vector3 Lerp(Vector3 value1, Vector3 value2, float amount) 297Vector3 firstInfluence = value1 * (1f - amount); 298Vector3 secondInfluence = value2 * amount; 317public static Vector3 Transform(Vector3 position, Matrix4x4 matrix) 332public static Vector3 TransformNormal(Vector3 normal, Matrix4x4 matrix) 347public static Vector3 Transform(Vector3 value, Quaternion rotation) 382public static Vector3 Add(Vector3 left, Vector3 right) 394public static Vector3 Subtract(Vector3 left, Vector3 right) 406public static Vector3 Multiply(Vector3 left, Vector3 right) 418public static Vector3 Multiply(Vector3 left, Single right) 430public static Vector3 Multiply(Single left, Vector3 right) 442public static Vector3 Divide(Vector3 left, Vector3 right) 454public static Vector3 Divide(Vector3 left, Single divisor) 465public static Vector3 Negate(Vector3 value)
System\Numerics\Vector3_Intrinsics.cs (37)
104public bool Equals(Vector3 other) 121public static float Dot(Vector3 vector1, Vector3 vector2) 135public static Vector3 Min(Vector3 value1, Vector3 value2) 151public static Vector3 Max(Vector3 value1, Vector3 value2) 166public static Vector3 Abs(Vector3 value) 178public static Vector3 SquareRoot(Vector3 value) 193public static Vector3 operator +(Vector3 left, Vector3 right) 206public static Vector3 operator -(Vector3 left, Vector3 right) 219public static Vector3 operator *(Vector3 left, Vector3 right) 232public static Vector3 operator *(Vector3 left, Single right) 245public static Vector3 operator *(Single left, Vector3 right) 258public static Vector3 operator /(Vector3 left, Vector3 right) 271public static Vector3 operator /(Vector3 value1, float value2) 287public static Vector3 operator -(Vector3 value) 300public static bool operator ==(Vector3 left, Vector3 right) 314public static bool operator !=(Vector3 left, Vector3 right)
System\Numerics\Vector4.cs (2)
304public static Vector4 Transform(Vector3 position, Matrix4x4 matrix) 366public static Vector4 Transform(Vector3 value, Quaternion rotation)
System\Numerics\Vector4_Intrinsics.cs (1)
78public Vector4(Vector3 value, Single w)