38 references to Vector3
System.Numerics (38)
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 (12)
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)
35public Vector3(Single value) : this(value, value, value) { } 42public Vector3(Vector2 value, float z) : this(value.X, value.Y, z) { } 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); 260return new Vector3(left.X / right.X, left.Y / right.Y, left.Z / right.Z); 275return new Vector3(