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VRageMath.Vector3I

Morten Aune Lyrstad edited this page Apr 16, 2022 · 54 revisions

IndexNamespace Index

Vector3I Struct

public struct Vector3I: IEquatable<Vector3I>, IComparable<Vector3I>

Namespace: VRageMath
Assembly: VRage.Math.dll

Implements:

Fields

Member Description
\%1static Vector3I Backward](VRageMath.Vector3I.Backward)
\%1static EqualityComparer Comparer](VRageMath.Vector3I.Comparer)
\%1static Vector3I Down](VRageMath.Vector3I.Down)
\%1static Vector3I Forward](VRageMath.Vector3I.Forward)
\%1static Vector3I Left](VRageMath.Vector3I.Left)
\%1static Vector3I MaxValue](VRageMath.Vector3I.MaxValue)
\%1static Vector3I MinValue](VRageMath.Vector3I.MinValue)
\%1static Vector3I One](VRageMath.Vector3I.One)
\%1static Vector3I Right](VRageMath.Vector3I.Right)
\%1static Vector3I UnitX](VRageMath.Vector3I.UnitX)
\%1static Vector3I UnitY](VRageMath.Vector3I.UnitY)
\%1static Vector3I UnitZ](VRageMath.Vector3I.UnitZ)
\%1static Vector3I Up](VRageMath.Vector3I.Up)
\%1static Vector3I Zero](VRageMath.Vector3I.Zero)
\%1int X](VRageMath.Vector3I.X)
\%1int Y](VRageMath.Vector3I.Y)
\%1int Z](VRageMath.Vector3I.Z)

Properties

Member Description
\%1bool IsPowerOfTwo { get; }](VRageMath.Vector3I.IsPowerOfTwo)
\%1int Item { get; set; }](VRageMath.Vector3I.Item)
\%1int Size { get; }](VRageMath.Vector3I.Size) How many cubes are in block with this size
\%1long SizeLong { get; }](VRageMath.Vector3I.SizeLong)

Constructors

Member Description
\%1Vector3I(int)](VRageMath.Vector3I..ctor)
\%1Vector3I(int, int, int)](VRageMath.Vector3I..ctor)
\%1Vector3I(Vector2I, int)](VRageMath.Vector3I..ctor)
\%1Vector3I(Vector3)](VRageMath.Vector3I..ctor)
\%1Vector3I(Vector3D)](VRageMath.Vector3I..ctor)
\%1Vector3I(Vector3S)](VRageMath.Vector3I..ctor)
\%1Vector3I(float, float, float)](VRageMath.Vector3I..ctor)
\%1Vector3I(Byte\%1], int)](VRageMath.Vector3I..ctor)

Methods

Member Description
\%1static Vector3I Abs(Vector3I)](VRageMath.Vector3I.Abs)
\%1static void Abs(ref Vector3I, out Vector3I)](VRageMath.Vector3I.Abs)
\%1static bool BoxContains(Vector3I, Vector3I, Vector3I)](VRageMath.Vector3I.BoxContains)
\%1static bool BoxContains(ref Vector3I, ref Vector3I, ref Vector3I)](VRageMath.Vector3I.BoxContains)
\%1static bool BoxIntersects(Vector3I, Vector3I, Vector3I, Vector3I)](VRageMath.Vector3I.BoxIntersects)
\%1static bool BoxIntersects(ref Vector3I, ref Vector3I, ref Vector3I, ref Vector3I)](VRageMath.Vector3I.BoxIntersects)
\%1static Vector3I Ceiling(Vector3)](VRageMath.Vector3I.Ceiling)
\%1static Vector3I Ceiling(Vector3D)](VRageMath.Vector3I.Ceiling)
\%1static Vector3I Clamp(Vector3I, Vector3I, Vector3I)](VRageMath.Vector3I.Clamp)
\%1static void Clamp(ref Vector3I, ref Vector3I, ref Vector3I, out Vector3I)](VRageMath.Vector3I.Clamp)
\%1static void Cross(ref Vector3I, ref Vector3I, out Vector3I)](VRageMath.Vector3I.Cross) Calculates the cross product of two vectors.
\%1static int DistanceManhattan(Vector3I, Vector3I)](VRageMath.Vector3I.DistanceManhattan) Manhattan distance (cube distance) X + Y + Z of Abs(first - second)
\%1static Vector3I DominantAxisProjection(Vector3I)](VRageMath.Vector3I.DominantAxisProjection) Returns a vector that is equal to the projection of the input vector to the coordinate axis that corresponds to the original vector's largest value.
\%1static void DominantAxisProjection(ref Vector3I, out Vector3I)](VRageMath.Vector3I.DominantAxisProjection) Calculates a vector that is equal to the projection of the input vector to the coordinate axis that corresponds to the original vector's largest value. The result is saved into a user-specified variable.
\%1static int Dot(Vector3I, Vector3I)](VRageMath.Vector3I.Dot)
\%1static int Dot(ref Vector3I, ref Vector3I)](VRageMath.Vector3I.Dot)
\%1static void Dot(ref Vector3I, ref Vector3I, out int)](VRageMath.Vector3I.Dot)
\%1static IEnumerable\%1Vector3I> EnumerateRange(Vector3I, Vector3I)](VRageMath.Vector3I.EnumerateRange) Enumerate all values in a integer interval (a cuboid). This method is an allocating version of the Vector3I_RangeIterator. This once can be used in the foreach syntax though so it's more convenient for debug routines.
\%1static Vector3I Floor(Vector3)](VRageMath.Vector3I.Floor)
\%1static Vector3I Floor(Vector3D)](VRageMath.Vector3I.Floor)
\%1static void Floor(ref Vector3, out Vector3I)](VRageMath.Vector3I.Floor)
\%1static void Floor(ref Vector3D, out Vector3I)](VRageMath.Vector3I.Floor)
\%1static CubeFace GetDominantDirection(Vector3I)](VRageMath.Vector3I.GetDominantDirection)
\%1static Vector3I GetDominantDirectionVector(Vector3I)](VRageMath.Vector3I.GetDominantDirectionVector)
\%1static Vector3I Max(Vector3I, Vector3I)](VRageMath.Vector3I.Max)
\%1static void Max(ref Vector3I, ref Vector3I, out Vector3I)](VRageMath.Vector3I.Max)
\%1static Vector3I Min(Vector3I, Vector3I)](VRageMath.Vector3I.Min)
\%1static void Min(ref Vector3I, ref Vector3I, out Vector3I)](VRageMath.Vector3I.Min)
\%1static void MinMax(ref Vector3I, ref Vector3I)](VRageMath.Vector3I.MinMax) Separates minimal and maximal values of any two input vectors
\%1static Vector3I Round(Vector3)](VRageMath.Vector3I.Round)
\%1static Vector3I Round(Vector3D)](VRageMath.Vector3I.Round)
\%1static void Round(ref Vector3, out Vector3I)](VRageMath.Vector3I.Round)
\%1static void Round(ref Vector3D, out Vector3I)](VRageMath.Vector3I.Round)
\%1static Vector3I Shift(Vector3I)](VRageMath.Vector3I.Shift)
\%1static Vector3I Sign(Vector3)](VRageMath.Vector3I.Sign)
\%1static Vector3I Sign(Vector3I)](VRageMath.Vector3I.Sign)
\%1static void Transform(ref Vector3I, ref Matrix, out Vector3I)](VRageMath.Vector3I.Transform) Transforms a Vector3I by the given Matrix.
\%1static void Transform(ref Vector3I, ref Quaternion, out Vector3I)](VRageMath.Vector3I.Transform)
\%1static Vector3I Transform(Vector3I, Quaternion)](VRageMath.Vector3I.Transform)
\%1static void Transform(ref Vector3I, ref MatrixI, out Vector3I)](VRageMath.Vector3I.Transform)
\%1static Vector3I Transform(Vector3I, MatrixI)](VRageMath.Vector3I.Transform)
\%1static Vector3I Transform(Vector3I, ref MatrixI)](VRageMath.Vector3I.Transform)
\%1static Vector3I TransformNormal(Vector3I, ref MatrixI)](VRageMath.Vector3I.TransformNormal)
\%1static void TransformNormal(ref Vector3I, ref Matrix, out Vector3I)](VRageMath.Vector3I.TransformNormal) Transforms a vector normal by a matrix.
\%1static void TransformNormal(ref Vector3I, ref MatrixI, out Vector3I)](VRageMath.Vector3I.TransformNormal)
\%1static Vector3I Trunc(Vector3)](VRageMath.Vector3I.Trunc)
\%1static bool TryParseFromString(string, out Vector3I)](VRageMath.Vector3I.TryParseFromString)
\%1int AbsMax()](VRageMath.Vector3I.AbsMax) Returns the component of the vector, whose absolute value is largest of all the three components.
\%1int AbsMin()](VRageMath.Vector3I.AbsMin) Returns the component of the vector, whose absolute value is smallest of all the three components.
\%1int AxisValue(Axis)](VRageMath.Vector3I.AxisValue)
\%1int CompareTo(Vector3I)](VRageMath.Vector3I.CompareTo)
\%1int Dot(ref Vector3I)](VRageMath.Vector3I.Dot)
\%1bool Equals(Vector3I)](VRageMath.Vector3I.Equals)
\%1bool Equals(object)](VRageMath.Vector3I.Equals)
\%1int GetHashCode()](VRageMath.Vector3I.GetHashCode)
\%1bool IsAxisAligned()](VRageMath.Vector3I.IsAxisAligned)
\%1bool IsInside(ref Vector3I, ref Vector3I)](VRageMath.Vector3I.IsInside)
\%1bool IsInside(Vector3I, Vector3I)](VRageMath.Vector3I.IsInside)
\%1bool IsInsideInclusiveEnd(ref Vector3I, ref Vector3I)](VRageMath.Vector3I.IsInsideInclusiveEnd)
\%1bool IsInsideInclusiveEnd(Vector3I, Vector3I)](VRageMath.Vector3I.IsInsideInclusiveEnd)
\%1int Length()](VRageMath.Vector3I.Length)
\%1int RectangularDistance(Vector3I)](VRageMath.Vector3I.RectangularDistance) Calculates rectangular distance. It's how many sectors you have to travel to get to other sector from current sector.
\%1int RectangularLength()](VRageMath.Vector3I.RectangularLength) Calculates rectangular distance of this vector, interpreted as a point, from the origin.
\%1void ToBytes(List\%1byte>)](VRageMath.Vector3I.ToBytes)
\%1string ToString()](VRageMath.Vector3I.ToString)
\%1int Volume()](VRageMath.Vector3I.Volume)

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