class-description NEWS COMMUNITY STORE TUTORIALS SIGN UP LOGIN LOGOUT ROKOJORI NEWSLETTER SIGN UP LOGIN LOGOUT NEWS COMMUNITY STORE TUTORIALS TOGGLE FULLSCREEN VOLLBILD AN/AUS Object Math3D
static public float LookingAtEachOtherAngle<>( Vector3 lookDirectionA=, lookDirectionA:Vector3=, Vector3 lookDirectionB=, lookDirectionB:Vector3=, ):float static public
static public bool LookingAtEachOther<>( Vector3 lookDirectionA=, lookDirectionA:Vector3=, Vector3 lookDirectionB=, lookDirectionB:Vector3=, ):bool static public
static public bool FacingSameDirection<>( Vector3 lookDirectionA=, lookDirectionA:Vector3=, Vector3 lookDirectionB=, lookDirectionB:Vector3=, ):bool static public
static public bool LookingTowards<>( Vector3 from=, from:Vector3=, Vector3 fromDirection=, fromDirection:Vector3=, Vector3 to=, to:Vector3=, ):bool static public
static public Vector4 Lerp<>( Vector3 w=, w:Vector3=, Vector4 x=, x:Vector4=, Vector4 y=, y:Vector4=, Vector4 z=, z:Vector4=, ):Vector4 static public
static public Vector3 Lerp<>( Vector3 w=, w:Vector3=, Vector3 x=, x:Vector3=, Vector3 y=, y:Vector3=, Vector3 z=, z:Vector3=, ):Vector3 static public
static public Vector2 Lerp<>( Vector3 w=, w:Vector3=, Vector2 x=, x:Vector2=, Vector2 y=, y:Vector2=, Vector2 z=, z:Vector2=, ):Vector2 static public
static public float Lerp<>( Vector3 w=, w:Vector3=, float x=, x:float=, float y=, y:float=, float z=, z:float=, ):float static public
static public Vector3 Clamp<>( Vector3 x=, x:Vector3=, Vector3 min=, min:Vector3=, Vector3 max=, max:Vector3=, ):Vector3 static public
static public Vector3 ComputeAverage<>( List<Vector3> points=, points:List<Vector3>=, ):Vector3 static public
static public Vector3 ComputeAverage<>( List<T> containers=, containers:List<T>=, Func<T,Vector3> getPoint=, getPoint:Func<T,Vector3>=, ):Vector3 static public
static public Vector4 ComputeAverage<>( List<Vector4> points=, points:List<Vector4>=, ):Vector4 static public
static public Vector4 ComputeAverage<>( List<T> containers=, containers:List<T>=, Func<T,Vector4> getPoint=, getPoint:Func<T,Vector4>=, ):Vector4 static public
static public Transform3D TRS<>( Vector3 translation=, translation:Vector3=, Quaternion rotation=, rotation:Quaternion=, Vector3 scale=, scale:Vector3=, ):Transform3D static public
static public Transform3D TRS<>( Vector3 translation=, translation:Vector3=, Vector3 eulerRotation=, eulerRotation:Vector3=, Vector3 scale=, scale:Vector3=, ):Transform3D static public
static public Transform3D TRS<>( Vector3 translation=, translation:Vector3=, Vector4 rotation=, rotation:Vector4=, Vector3 scale=, scale:Vector3=, ):Transform3D static public
static public Transform3D TRS<>( Pose pose=, pose:Pose=, Vector3 scale=, scale:Vector3=, ):Transform3D static public
static public Vector4 QuaternionToVector4<>( Quaternion rotation=, rotation:Quaternion=, ):Vector4 static public
static public Vector3 Clamp01<>( Vector3 v=, v:Vector3=, ):Vector3 static public
static public Vector3 OnCircleXZ<>( float radians=, radians:float=, float size=, size:float=, ):Vector3 static public
static public Vector3 OnCircleXY<>( float radians=, radians:float=, float size=, size:float=, ):Vector3 static public
static public Vector3 XYasXZ<>( Vector2 v=, v:Vector2=, ):Vector3 static public
static public Vector3 XY<>( Vector2 v=, v:Vector2=, ):Vector3 static public
static public float Dot<>( Vector3 a=, a:Vector3=, Vector3 b=, b:Vector3=, ):float static public
static public Vector3 Cross<>( Vector3 a=, a:Vector3=, Vector3 b=, b:Vector3=, ):Vector3 static public
static public Vector3 Fract<>( Vector3 a=, a:Vector3=, ):Vector3 static public
static public bool IsExactlyZero<>( Vector3 v=, v:Vector3=, ):bool static public
static public Vector3 ConstrainLength<>( Vector3 v=, v:Vector3=, float maxLength=, maxLength:float=, ):Vector3 static public
static public Vector3 ComputeNormalFast<>( Vector3 a=, a:Vector3=, Vector3 b=, b:Vector3=, Vector3 c=, c:Vector3=, ):Vector3 static public
static public Vector3 ComputeNormal<>( Vector3 a=, a:Vector3=, Vector3 b=, b:Vector3=, Vector3 c=, c:Vector3=, ):Vector3 static public
static public Vector3 SmoothStep<>( Vector3 a=, a:Vector3=, Vector3 b=, b:Vector3=, Vector3 t=, t:Vector3=, ):Vector3 static public
static public Vector3 Center<>( Vector3[] points=, points:Vector3[]=, ):Vector3 static public
static public Vector3 Center<>( List<N> points=, points:List<N>=, ):Vector3 static public
static public Vector3 Center<>( List<Vector3> points=, points:List<Vector3>=, ):Vector3 static public
static public Vector3 GetClosest<>( Vector3 from=, from:Vector3=, Vector3[] points=, points:Vector3[]=, ):Vector3 static public
static public Vector3 GetClosest<>( Vector3 from=, from:Vector3=, List<Vector3> points=, points:List<Vector3>=, ):Vector3 static public
static public Vector3 LerpUnclamped<>( Vector3 a=, a:Vector3=, Vector3 b=, b:Vector3=, float amount=, amount:float=, ):Vector3 static public
static public Vector3 LerpClamped<>( Vector3 a=, a:Vector3=, Vector3 b=, b:Vector3=, float amount=, amount:float=, ):Vector3 static public
static public Vector3 GetMin<>( List<T> data=, data:List<T>=, Func<T,Vector3> getPosition=, getPosition:Func<T,Vector3>=, ):Vector3 static public
static public Vector3 GetMax<>( List<T> data=, data:List<T>=, Func<T,Vector3> getPosition=, getPosition:Func<T,Vector3>=, ):Vector3 static public
static public float MaxDimension<>( Vector3 v=, v:Vector3=, ):float static public
static public float MinDimension<>( Vector3 v=, v:Vector3=, ):float static public
static public Vector3 MinGlobalPosition<>( Node3D a=, a:Node3D=, Node3D b=, b:Node3D=, ):Vector3 static public
static public Vector3 MaxGlobalPosition<>( Node3D a=, a:Node3D=, Node3D b=, b:Node3D=, ):Vector3 static public
static public Vector3 MinLocalPosition<>( Node3D a=, a:Node3D=, Node3D b=, b:Node3D=, ):Vector3 static public
static public Vector3 MaxLocalPosition<>( Node3D a=, a:Node3D=, Node3D b=, b:Node3D=, ):Vector3 static public
static public Vector3 SnapRounded<>( Vector3 v=, v:Vector3=, Vector3 snapping=, snapping:Vector3=, ):Vector3 static public
static public Vector3 SnapRoundedXZ<>( Vector3 v=, v:Vector3=, float snapX=, snapX:float=, float snapZ=, snapZ:float=, ):Vector3 static public
static public Vector3 SnapCeiled<>( Vector3 v=, v:Vector3=, Vector3 snapping=, snapping:Vector3=, ):Vector3 static public
static public Vector3 SnapFloored<>( Vector3 v=, v:Vector3=, Vector3 snapping=, snapping:Vector3=, ):Vector3 static public
static public Vector3I RoundToInt<>( Vector3 v=, v:Vector3=, ):Vector3I static public
static public Vector3I FloorToInt<>( Vector3 v=, v:Vector3=, ):Vector3I static public
static public Vector3I CeilToInt<>( Vector3 v=, v:Vector3=, ):Vector3I static public
static public Vector2 XY<>( Vector3 v=, v:Vector3=, ):Vector2 static public
static public Vector2 YX<>( Vector3 v=, v:Vector3=, ):Vector2 static public
static public Vector2 XZ<>( Vector3 v=, v:Vector3=, ):Vector2 static public
static public Vector2 ZX<>( Vector3 v=, v:Vector3=, ):Vector2 static public
static public Vector2 YZ<>( Vector3 v=, v:Vector3=, ):Vector2 static public
static public Vector2 ZY<>( Vector3 v=, v:Vector3=, ):Vector2 static public
static public Vector3 ZeroY<>( Vector3 v=, v:Vector3=, ):Vector3 static public
static public Vector3 SetY<>( Vector3 v=, v:Vector3=, float y=, y:float=, ):Vector3 static public
static public Basis AlignUp<>( Basis basis=, basis:Basis=, Vector3 upDirection=, upDirection:Vector3=, ):Basis static public
static public Quaternion AlignUp<>( Quaternion rotation=, rotation:Quaternion=, Vector3 upDirection=, upDirection:Vector3=, ):Quaternion static public
static public Quaternion AlignUp<>( Vector3 upDirection=, upDirection:Vector3=, Nullable<Quaternion> q=, q:Nullable<Quaternion>=, ):Quaternion static public
static public Quaternion AlignUpFromDirections<>( Vector3 upFrom=, upFrom:Vector3=, Vector3 upTo=, upTo:Vector3=, ):Quaternion static public
static public float AngleXY<>( Vector3 direction=, direction:Vector3=, ):float static public
static public float AngleXZ<>( Vector3 direction=, direction:Vector3=, ):float static public
static public Vector3 NormalAngle<>( float angle=, angle:float=, ):Vector3 static public
static public Vector3 Lerp<>( Vector3 a=, a:Vector3=, Vector3 b=, b:Vector3=, float lerp=, lerp:float=, ):Vector3 static public
static public Vector3 LerpGlobalPosition<>( Node3D a=, a:Node3D=, Node3D b=, b:Node3D=, float lerp=, lerp:float=, ):Vector3 static public
static public Quaternion LookRotation<>( Vector3 direction=, direction:Vector3=, bool useModelFront=, useModelFront:bool=, ):Quaternion static public
static public Quaternion LookRotation<>( Vector3 direction=, direction:Vector3=, Vector3 up=, up:Vector3=, bool useModelFront=, useModelFront:bool=, ):Quaternion static public
static public Vector3 LerpComponents<>( Vector3 a=, a:Vector3=, Vector3 b=, b:Vector3=, Vector3 t=, t:Vector3=, ):Vector3 static public
static public Vector4 AsVector4<>( Quaternion q=, q:Quaternion=, ):Vector4 static public
static public Quaternion FromEulerDegrees<>( Vector3 eulerYXZ=, eulerYXZ:Vector3=, ):Quaternion static public
static public Quaternion RotateX<>( float radians=, radians:float=, ):Quaternion static public
static public Quaternion RotateXDegrees<>( float degrees=, degrees:float=, ):Quaternion static public
static public Quaternion RotateY<>( float radians=, radians:float=, ):Quaternion static public
static public Quaternion RotateYDegrees<>( float degrees=, degrees:float=, ):Quaternion static public
static public Quaternion RotateZ<>( float radians=, radians:float=, ):Quaternion static public
static public Quaternion RotateZDegrees<>( float degrees=, degrees:float=, ):Quaternion static public
static public Quaternion YawPitchRotation<>( float yaw=, yaw:float=, float pitch=, pitch:float=, ):Quaternion static public
static public float GlobalYaw<>( Vector3 direction=, direction:Vector3=, ):float static public
static public float GlobalYawDegrees<>( Vector3 direction=, direction:Vector3=, ):float static public
static public float GlobalPitch<>( Vector3 direction=, direction:Vector3=, ):float static public
static public float GlobalPitchDegrees<>( Vector3 direction=, direction:Vector3=, ):float static public
static public Void SetGlobalRotationTo<>( Node3D node=, node:Node3D=, Quaternion quaternion=, quaternion:Quaternion=, ):Void static public
static public bool IsZero<>( Quaternion q=, q:Quaternion=, ):bool static public
static public bool IsZero<>( Vector3 v=, v:Vector3=, ):bool static public
static public bool IsValid<>( Quaternion q=, q:Quaternion=, ):bool static public
static public bool IsValid<>( Vector3 v=, v:Vector3=, ):bool static public
static public Quaternion GetNormalized<>( Quaternion q=, q:Quaternion=, ):Quaternion static public
static public Quaternion GetDifference<>( Quaternion q=, q:Quaternion=, Quaternion other=, other:Quaternion=, ):Quaternion static public
static public Quaternion GetQuaternionDifference<>( Quaternion a=, a:Quaternion=, Quaternion b=, b:Quaternion=, ):Quaternion static public
static public Quaternion GetQuaternionFraction<>( Quaternion q=, q:Quaternion=, float fraction=, fraction:float=, ):Quaternion static public
static public Vector3 GetGlobalScale<>( Node3D node=, node:Node3D=, ):Vector3 static public
static public float GetGlobalUniScale<>( Node3D node=, node:Node3D=, ):float static public
static public Vector3 GetYPlaneForward<>( Node3D node=, node:Node3D=, ):Vector3 static public
static public Vector3 GetYPlaneRight<>( Node3D node=, node:Node3D=, ):Vector3 static public
static public Vector3 Average<>( List<Vector3> vectors=, vectors:List<Vector3>=, ):Vector3 static public
static public Vector3 BlendNormals<>( Vector3 a=, a:Vector3=, Vector3 b=, b:Vector3=, float amount=, amount:float=, ):Vector3 static public
static public Box3 ToBox3<>( Aabb aabb=, aabb:Aabb=, ):Box3 static public



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