38 references to Vector3
System.Numerics (38)
System\Numerics\Matrix4x4.cs (12)
121
return new
Vector3
(M41, M42, M43);
196
Vector3 zaxis = new
Vector3
(
254
Vector3 faceDir = new
Vector3
(
286
zaxis = (Math.Abs(rotateAxis.Z) > minAngle) ? new
Vector3
(1, 0, 0) : new
Vector3
(0, 0, -1);
1512
canonicalBasis.Row0 = new
Vector3
(1.0f, 0.0f, 0.0f);
1513
canonicalBasis.Row1 = new
Vector3
(0.0f, 1.0f, 0.0f);
1514
canonicalBasis.Row2 = new
Vector3
(0.0f, 0.0f, 1.0f);
1516
translation = 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)
32
Normal = new
Vector3
(x, y, z);
54
Normal = new
Vector3
(value.X, value.Y, value.Z);
101
Vector3 normal = new
Vector3
(
System\Numerics\Vector3.cs (12)
23
public static Vector3 One { get { return new
Vector3
(1.0f, 1.0f, 1.0f); } }
27
public static Vector3 UnitX { get { return new
Vector3
(1.0f, 0.0f, 0.0f); } }
31
public static Vector3 UnitY { get { return new
Vector3
(0.0f, 1.0f, 0.0f); } }
35
public static Vector3 UnitZ { get { return new
Vector3
(0.0f, 0.0f, 1.0f); } }
213
return new
Vector3
(value.X / length, value.Y / length, value.Z / length);
226
return new
Vector3
(
253
return new
Vector3
(vector.X - tempX, vector.Y - tempY, vector.Z - tempZ);
282
return new
Vector3
(x, y, z);
303
return new
Vector3
(
319
return new
Vector3
(
334
return new
Vector3
(
363
return new
Vector3
(
System\Numerics\Vector3_Intrinsics.cs (11)
35
public Vector3(Single value) :
this
(value, value, value) { }
42
public Vector3(Vector2 value, float z) :
this
(value.X, value.Y, z) { }
137
return new
Vector3
(
153
return new
Vector3
(
168
return new
Vector3
(Math.Abs(value.X), Math.Abs(value.Y), Math.Abs(value.Z));
180
return new
Vector3
((Single)Math.Sqrt(value.X), (Single)Math.Sqrt(value.Y), (Single)Math.Sqrt(value.Z));
195
return new
Vector3
(left.X + right.X, left.Y + right.Y, left.Z + right.Z);
208
return new
Vector3
(left.X - right.X, left.Y - right.Y, left.Z - right.Z);
221
return new
Vector3
(left.X * right.X, left.Y * right.Y, left.Z * right.Z);
260
return new
Vector3
(left.X / right.X, left.Y / right.Y, left.Z / right.Z);
275
return new
Vector3
(