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| Vec3 (float xyz) |
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| Vec3 (float x, float y) |
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| Vec3 (float x, float y, float z) |
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| Vec3 (const Vec2 &v2, float z) |
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| Vec3 (const Vec3 &v) |
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Vec3 & | operator= (const Vec3 &rhs) |
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Vec3 | operator+ (const Vec3 &rhs) const |
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Vec3 & | operator+= (const Vec3 &rhs) |
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Vec3 | operator- (const Vec3 &rhs) const |
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Vec3 & | operator-= (const Vec3 &rhs) |
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Vec3 | operator* (const Vec3 &rhs) const |
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Vec3 | operator* (float rhs) const |
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Vec3 & | operator*= (float rhs) |
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Vec3 & | operator/= (float rhs) |
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Vec3 | operator/ (float rhs) const |
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bool | equals (const Vec3 &rhs) const |
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bool | operator== (const Vec3 &rhs) const |
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bool | operator!= (const Vec3 &rhs) const |
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void | set (float x, float y, float z) |
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float | length_squared () const |
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float | length () const |
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void | normalize () |
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const Vec3 | normalized () const |
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Vec3 | lerp (const Vec3 &end, float t) const |
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Vec3 | rotated_by (const Quaternion &q) const |
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Vec3 | rotated_by (const Mat3 &rot) const |
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Vec3 | rotated_by (const Mat4 &rot) const |
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Vec3 | transformed_by (const Mat4 &trans) const |
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Vec3 | project_onto_vec3 (const Vec3 &projection_target) const |
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float | dot (const Vec3 &rhs) const |
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Vec3 | cross (const Vec3 &rhs) const |
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Vec3 | limit (float l) |
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float | distance_to (const AABB &aabb) const |
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Vec3 | parallel_component (const Vec3 &unit_basis) const |
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Vec3 | perpendicular_component (const Vec3 &unit_basis) const |
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Vec3 | perpendicular () const |
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Vec3 | random_deviant (const Degrees &angle, const Vec3 up=Vec3()) const |
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Vec2 | xy () const |
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Vec4 | xyzw (float w=1.0f) const |
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Quaternion | rotation_to (const Vec3 &dir) const |
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static const Vec3 | NEGATIVE_X = Vec3(-1, 0, 0) |
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static const Vec3 | POSITIVE_X = Vec3(1, 0, 0) |
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static const Vec3 | NEGATIVE_Y = Vec3(0, -1, 0) |
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static const Vec3 | POSITIVE_Y = Vec3(0, 1, 0) |
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static const Vec3 | POSITIVE_Z = Vec3(0, 0, 1) |
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static const Vec3 | NEGATIVE_Z = Vec3(0, 0, -1) |
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static const Vec3 | BACK = Vec3::POSITIVE_Z |
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static const Vec3 | DOWN = Vec3::NEGATIVE_Y |
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static const Vec3 | FORWARD = Vec3::NEGATIVE_Z |
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static const Vec3 | LEFT = Vec3::NEGATIVE_X |
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static const Vec3 | ONE = Vec3(1, 1, 1) |
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static const Vec3 | RIGHT = Vec3::POSITIVE_X |
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static const Vec3 | UP = Vec3::POSITIVE_Y |
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static const Vec3 | ZERO = Vec3() |
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