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VRageMath.Vector2

Malware edited this page Dec 21, 2018 · 52 revisions

Index #Vector2 Struct Namespace: VRageMath
Assembly: VRage.Math.dll
##Summary Defines a vector with two components. ###Fields

Member Description
float X
float Y
Vector2 Zero
Vector2 One
Vector2 UnitX
Vector2 UnitY
Vector2 PositiveInfinity
###Properties
Member Description
--- ---
float Item
###Methods
Member Description
--- ---
string ToString()
bool Equals(Vector2 other) Determines whether the specified Object is equal to the Vector2.
bool Equals(Object obj) Returns a value that indicates whether the current instance is equal to a specified object.
int GetHashCode()
bool IsValid()
void AssertIsValid()
float Length()
float LengthSquared()
float Distance(Vector2 value1, Vector2 value2)
void Distance(ref Vector2 value1, ref Vector2 value2, ref float result)
float DistanceSquared(Vector2 value1, Vector2 value2)
void DistanceSquared(ref Vector2 value1, ref Vector2 value2, ref float result)
float Dot(Vector2 value1, Vector2 value2)
void Dot(ref Vector2 value1, ref Vector2 value2, ref float result)
void Normalize()
Vector2 Normalize(Vector2 value) Creates a unit vector from the specified vector. The result is a vector one unit in length pointing in the same direction as the original vector.
void Normalize(ref Vector2 value, ref Vector2 result)
Vector2 Reflect(Vector2 vector, Vector2 normal)
void Reflect(ref Vector2 vector, ref Vector2 normal, ref Vector2 result)
Vector2 Min(Vector2 value1, Vector2 value2)
void Min(ref Vector2 value1, ref Vector2 value2, ref Vector2 result)
Vector2 Max(Vector2 value1, Vector2 value2)
void Max(ref Vector2 value1, ref Vector2 value2, ref Vector2 result)
Vector2 Clamp(Vector2 value1, Vector2 min, Vector2 max)
void Clamp(ref Vector2 value1, ref Vector2 min, ref Vector2 max, ref Vector2 result)
Vector2 ClampToSphere(Vector2 vector, float radius)
void ClampToSphere(ref Vector2 vector, float radius)
Vector2 Lerp(Vector2 value1, Vector2 value2, float amount)
void Lerp(ref Vector2 value1, ref Vector2 value2, float amount, ref Vector2 result)
Vector2 Barycentric(Vector2 value1, Vector2 value2, Vector2 value3, float amount1, float amount2)
void Barycentric(ref Vector2 value1, ref Vector2 value2, ref Vector2 value3, float amount1, float amount2, ref Vector2 result)
Vector2 SmoothStep(Vector2 value1, Vector2 value2, float amount)
void SmoothStep(ref Vector2 value1, ref Vector2 value2, float amount, ref Vector2 result)
Vector2 CatmullRom(Vector2 value1, Vector2 value2, Vector2 value3, Vector2 value4, float amount)
void CatmullRom(ref Vector2 value1, ref Vector2 value2, ref Vector2 value3, ref Vector2 value4, float amount, ref Vector2 result)
Vector2 Hermite(Vector2 value1, Vector2 tangent1, Vector2 value2, Vector2 tangent2, float amount)
void Hermite(ref Vector2 value1, ref Vector2 tangent1, ref Vector2 value2, ref Vector2 tangent2, float amount, ref Vector2 result)
Vector2 Transform(Vector2 position, Matrix matrix)
void Transform(ref Vector2 position, ref Matrix matrix, ref Vector2 result)
Vector2 TransformNormal(Vector2 normal, Matrix matrix)
void TransformNormal(ref Vector2 normal, ref Matrix matrix, ref Vector2 result)
Vector2 Transform(Vector2 value, Quaternion rotation)
void Transform(ref Vector2 value, ref Quaternion rotation, ref Vector2 result)
void Transform(Vector2[] sourceArray, ref Matrix matrix, Vector2[] destinationArray)
void Transform(Vector2[] sourceArray, int sourceIndex, ref Matrix matrix, Vector2[] destinationArray, int destinationIndex, int length)
void TransformNormal(Vector2[] sourceArray, ref Matrix matrix, Vector2[] destinationArray)
void TransformNormal(Vector2[] sourceArray, int sourceIndex, ref Matrix matrix, Vector2[] destinationArray, int destinationIndex, int length)
void Transform(Vector2[] sourceArray, ref Quaternion rotation, Vector2[] destinationArray)
void Transform(Vector2[] sourceArray, int sourceIndex, ref Quaternion rotation, Vector2[] destinationArray, int destinationIndex, int length)
Vector2 Negate(Vector2 value) Returns a vector pointing in the opposite direction.
void Negate(ref Vector2 value, ref Vector2 result)
Vector2 Add(Vector2 value1, Vector2 value2)
void Add(ref Vector2 value1, ref Vector2 value2, ref Vector2 result)
Vector2 Subtract(Vector2 value1, Vector2 value2)
void Subtract(ref Vector2 value1, ref Vector2 value2, ref Vector2 result)
Vector2 Multiply(Vector2 value1, Vector2 value2)
void Multiply(ref Vector2 value1, ref Vector2 value2, ref Vector2 result)
Vector2 Multiply(Vector2 value1, float scaleFactor)
void Multiply(ref Vector2 value1, float scaleFactor, ref Vector2 result)
Vector2 Divide(Vector2 value1, Vector2 value2)
void Divide(ref Vector2 value1, ref Vector2 value2, ref Vector2 result)
Vector2 Divide(Vector2 value1, float divider)
void Divide(ref Vector2 value1, float divider, ref Vector2 result)
bool Between(ref Vector2 start, ref Vector2 end)
Vector2 Floor(Vector2 position)
void Rotate(double angle)
bool IsZero(ref Vector2 value)
bool IsZero(ref Vector2 value, float epsilon)
bool IsZero(Vector2 value, float epsilon)
Vector2 SignNonZero(Vector2 value)

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