Clutter Engine 0.0.1
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Vector3 Member List

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

Abs() constVector3inline
BackwardVector3static
Clamp(Vector3 temp, float minValue, float maxValue)Vector3friend
Clamp(float minValue, float maxValue)Vector3inline
Clamp(const Vector3 &vec, float minValue, float maxValue)Vector3inlinestatic
Cross(const Vector3 &a, const Vector3 &b)Vector3inlinestatic
Dot(const Vector3 &a, const Vector3 &b)Vector3inlinestatic
DownVector3static
ForwardVector3static
GetAsFloatPtr() constVector3inline
InfinityVector3static
LeftVector3static
Length() constVector3
LengthSq() constVector3
Lerp(const Vector3 &a, const Vector3 &b, float f)Vector3inlinestatic
NegInfinityVector3static
Normalize()Vector3
Normalize(const Vector3 &vec)Vector3inlinestatic
Normalized() constVector3inline
OneVector3static
operator*(const Vector3 &left, const Vector3 &right)Vector3friend
operator*(const Vector3 &vec, float scalar)Vector3friend
operator*(float scalar, const Vector3 &vec)Vector3friend
operator*=(float scalar)Vector3inline
operator+(const Vector3 &a, const Vector3 &b)Vector3friend
operator+=(const Vector3 &right)Vector3inline
operator-(const Vector3 &a, const Vector3 &b)Vector3friend
operator-() constVector3inline
operator-=(const Vector3 &right)Vector3inline
operator/(const Vector3 &vec, float scalar)Vector3friend
operator/(const Vector3 &a, const Vector3 &b)Vector3friend
operator/=(float scalar)Vector3inline
operator[](int index)Vector3inline
operator[](int index) constVector3inline
Reflect(const Vector3 &v, const Vector3 &n)Vector3inlinestatic
RightVector3static
Set(float xP, float yP, float zP)Vector3
ToString()Vector3inline
Transform(Vector3 &vec, class Matrix4 &mat, float w=1.0f)Vector3static
Transform(const Vector3 &v, const class Quaternion &q)Vector3static
TransformWithPerspDiv(Vector3 &vec, class Matrix4 &mat, float w=1.0f)Vector3static
UpVector3static
Vector3()Vector3inline
Vector3(float pXYZ)Vector3inline
Vector3(Vector2 pXY)Vector3inline
Vector3(float xP, float yP, float zP)Vector3inline
VInterp(const Vector3 &current, const Vector3 &target, float interpSpeed, float deltaTime=-1)Vector3inlinestatic
xVector3
xy()Vector3inline
xz()Vector3inline
yVector3
yz()Vector3inline
zVector3
ZeroVector3static