Struct Vector3
- Namespace
- Stride.Core.Mathematics
- Assembly
- Stride.Core.Mathematics.dll
Represents a three dimensional mathematical vector.
[DataContract("float3")]
[DataStyle(DataStyle.Compact)]
public struct Vector3 : IEquatable<Vector3>, IFormattable
- Implements
- Extension Methods
Constructors
Vector3(Vector2, float)
Initializes a new instance of the Vector3 struct.
public Vector3(Vector2 value, float z)
Parameters
value
Vector2A vector containing the values with which to initialize the X and Y components.
z
floatInitial value for the Z component of the vector.
Vector3(float)
Initializes a new instance of the Vector3 struct.
public Vector3(float value)
Parameters
value
floatThe value that will be assigned to all components.
Vector3(float, float, float)
Initializes a new instance of the Vector3 struct.
public Vector3(float x, float y, float z)
Parameters
x
floatInitial value for the X component of the vector.
y
floatInitial value for the Y component of the vector.
z
floatInitial value for the Z component of the vector.
Vector3(float[])
Initializes a new instance of the Vector3 struct.
public Vector3(float[] values)
Parameters
values
float[]The values to assign to the X, Y, and Z components of the vector. This must be an array with three elements.
Exceptions
- ArgumentNullException
Thrown when
values
isnull
.- ArgumentOutOfRangeException
Thrown when
values
contains more or less than three elements.
Fields
One
A Vector3 with all of its components set to one.
public static readonly Vector3 One
Field Value
SizeInBytes
The size of the Vector3 type, in bytes.
public static readonly int SizeInBytes
Field Value
UnitX
The X unit Vector3 (1, 0, 0).
public static readonly Vector3 UnitX
Field Value
UnitY
The Y unit Vector3 (0, 1, 0).
public static readonly Vector3 UnitY
Field Value
UnitZ
The Z unit Vector3 (0, 0, 1).
public static readonly Vector3 UnitZ
Field Value
X
The X component of the vector.
[DataMember(0)]
public float X
Field Value
Y
The Y component of the vector.
[DataMember(1)]
public float Y
Field Value
Z
The Z component of the vector.
[DataMember(2)]
public float Z
Field Value
Zero
A Vector3 with all of its components set to zero.
public static readonly Vector3 Zero
Field Value
Properties
IsNormalized
Gets a value indicting whether this instance is normalized.
public readonly bool IsNormalized { get; }
Property Value
this[int]
Gets or sets the component at the specified index.
public float this[int index] { get; set; }
Parameters
index
intThe index of the component to access. Use 0 for the X component, 1 for the Y component, and 2 for the Z component.
Property Value
- float
The value of the X, Y, or Z component, depending on the index.
Exceptions
- ArgumentOutOfRangeException
Thrown when the
index
is out of the range [0, 2].
Methods
Add(Vector3, Vector3)
Adds two vectors.
public static Vector3 Add(Vector3 left, Vector3 right)
Parameters
Returns
- Vector3
The sum of the two vectors.
Add(ref Vector3, ref Vector3, out Vector3)
Adds two vectors.
public static void Add(ref Vector3 left, ref Vector3 right, out Vector3 result)
Parameters
left
Vector3The first vector to add.
right
Vector3The second vector to add.
result
Vector3When the method completes, contains the sum of the two vectors.
Barycentric(Vector3, Vector3, Vector3, float, float)
Returns a Vector3 containing the 3D Cartesian coordinates of a point specified in Barycentric coordinates relative to a 3D triangle.
public static Vector3 Barycentric(Vector3 value1, Vector3 value2, Vector3 value3, float amount1, float amount2)
Parameters
value1
Vector3A Vector3 containing the 3D Cartesian coordinates of vertex 1 of the triangle.
value2
Vector3A Vector3 containing the 3D Cartesian coordinates of vertex 2 of the triangle.
value3
Vector3A Vector3 containing the 3D Cartesian coordinates of vertex 3 of the triangle.
amount1
floatBarycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in
value2
).amount2
floatBarycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in
value3
).
Returns
Barycentric(ref Vector3, ref Vector3, ref Vector3, float, float, out Vector3)
Returns a Vector3 containing the 3D Cartesian coordinates of a point specified in Barycentric coordinates relative to a 3D triangle.
public static void Barycentric(ref Vector3 value1, ref Vector3 value2, ref Vector3 value3, float amount1, float amount2, out Vector3 result)
Parameters
value1
Vector3A Vector3 containing the 3D Cartesian coordinates of vertex 1 of the triangle.
value2
Vector3A Vector3 containing the 3D Cartesian coordinates of vertex 2 of the triangle.
value3
Vector3A Vector3 containing the 3D Cartesian coordinates of vertex 3 of the triangle.
amount1
floatBarycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in
value2
).amount2
floatBarycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in
value3
).result
Vector3When the method completes, contains the 3D Cartesian coordinates of the specified point.
CatmullRom(Vector3, Vector3, Vector3, Vector3, float)
Performs a Catmull-Rom interpolation using the specified positions.
public static Vector3 CatmullRom(Vector3 value1, Vector3 value2, Vector3 value3, Vector3 value4, float amount)
Parameters
value1
Vector3The first position in the interpolation.
value2
Vector3The second position in the interpolation.
value3
Vector3The third position in the interpolation.
value4
Vector3The fourth position in the interpolation.
amount
floatWeighting factor.
Returns
- Vector3
A vector that is the result of the Catmull-Rom interpolation.
CatmullRom(ref Vector3, ref Vector3, ref Vector3, ref Vector3, float, out Vector3)
Performs a Catmull-Rom interpolation using the specified positions.
public static void CatmullRom(ref Vector3 value1, ref Vector3 value2, ref Vector3 value3, ref Vector3 value4, float amount, out Vector3 result)
Parameters
value1
Vector3The first position in the interpolation.
value2
Vector3The second position in the interpolation.
value3
Vector3The third position in the interpolation.
value4
Vector3The fourth position in the interpolation.
amount
floatWeighting factor.
result
Vector3When the method completes, contains the result of the Catmull-Rom interpolation.
Clamp(Vector3, Vector3, Vector3)
Restricts a value to be within a specified range.
public static Vector3 Clamp(Vector3 value, Vector3 min, Vector3 max)
Parameters
Returns
- Vector3
The clamped value.
Clamp(ref Vector3, ref Vector3, ref Vector3, out Vector3)
Restricts a value to be within a specified range.
public static void Clamp(ref Vector3 value, ref Vector3 min, ref Vector3 max, out Vector3 result)
Parameters
value
Vector3The value to clamp.
min
Vector3The minimum value.
max
Vector3The maximum value.
result
Vector3When the method completes, contains the clamped value.
Cross(in Vector3, in Vector3)
Calculates the cross product of two vectors.
public static Vector3 Cross(in Vector3 left, in Vector3 right)
Parameters
Returns
- Vector3
The cross product of the two vectors.
Cross(ref Vector3, ref Vector3, out Vector3)
Calculates the cross product of two vectors.
public static void Cross(ref Vector3 left, ref Vector3 right, out Vector3 result)
Parameters
left
Vector3First source vector.
right
Vector3Second source vector.
result
Vector3When the method completes, contains he cross product of the two vectors.
Deconstruct(out float, out float, out float)
Deconstructs the vector's components into named variables.
public void Deconstruct(out float x, out float y, out float z)
Parameters
Demodulate(Vector3, Vector3)
Demodulates a vector with another by performing component-wise division.
public static Vector3 Demodulate(Vector3 left, Vector3 right)
Parameters
Returns
- Vector3
The demodulated vector.
Demodulate(ref Vector3, ref Vector3, out Vector3)
Demodulates a vector with another by performing component-wise division.
public static void Demodulate(ref Vector3 left, ref Vector3 right, out Vector3 result)
Parameters
left
Vector3The first vector to demodulate.
right
Vector3The second vector to demodulate.
result
Vector3When the method completes, contains the demodulated vector.
Distance(Vector3, Vector3)
Calculates the distance between two vectors.
public static float Distance(Vector3 value1, Vector3 value2)
Parameters
Returns
- float
The distance between the two vectors.
Remarks
DistanceSquared(Vector3, Vector3) may be preferred when only the relative distance is needed and speed is of the essence.
Distance(ref Vector3, ref Vector3, out float)
Calculates the distance between two vectors.
public static void Distance(ref Vector3 value1, ref Vector3 value2, out float result)
Parameters
value1
Vector3The first vector.
value2
Vector3The second vector.
result
floatWhen the method completes, contains the distance between the two vectors.
Remarks
DistanceSquared(ref Vector3, ref Vector3, out float) may be preferred when only the relative distance is needed and speed is of the essence.
DistanceSquared(Vector3, Vector3)
Calculates the squared distance between two vectors.
public static float DistanceSquared(Vector3 value1, Vector3 value2)
Parameters
Returns
- float
The squared distance between the two vectors.
Remarks
Distance squared is the value before taking the square root. Distance squared can often be used in place of distance if relative comparisons are being made. For example, consider three points A, B, and C. To determine whether B or C is further from A, compare the distance between A and B to the distance between A and C. Calculating the two distances involves two square roots, which are computationally expensive. However, using distance squared provides the same information and avoids calculating two square roots.
DistanceSquared(ref Vector3, ref Vector3, out float)
Calculates the squared distance between two vectors.
public static void DistanceSquared(ref Vector3 value1, ref Vector3 value2, out float result)
Parameters
value1
Vector3The first vector.
value2
Vector3The second vector.
result
floatWhen the method completes, contains the squared distance between the two vectors.
Remarks
Distance squared is the value before taking the square root. Distance squared can often be used in place of distance if relative comparisons are being made. For example, consider three points A, B, and C. To determine whether B or C is further from A, compare the distance between A and B to the distance between A and C. Calculating the two distances involves two square roots, which are computationally expensive. However, using distance squared provides the same information and avoids calculating two square roots.
Divide(Vector3, float)
Scales a vector by the given value.
public static Vector3 Divide(Vector3 value, float scale)
Parameters
Returns
- Vector3
The scaled vector.
Divide(ref Vector3, float, out Vector3)
Scales a vector by the given value.
public static void Divide(ref Vector3 value, float scale, out Vector3 result)
Parameters
value
Vector3The vector to scale.
scale
floatThe amount by which to scale the vector.
result
Vector3When the method completes, contains the scaled vector.
Dot(Vector3, Vector3)
Calculates the dot product of two vectors.
public static float Dot(Vector3 left, Vector3 right)
Parameters
Returns
- float
The dot product of the two vectors.
Dot(ref Vector3, ref Vector3, out float)
Calculates the dot product of two vectors.
public static void Dot(ref Vector3 left, ref Vector3 right, out float result)
Parameters
left
Vector3First source vector.
right
Vector3Second source vector.
result
floatWhen the method completes, contains the dot product of the two vectors.
Equals(Vector3)
Determines whether the specified Vector3 is equal to this instance.
public bool Equals(Vector3 other)
Parameters
Returns
Equals(object)
Determines whether the specified object is equal to this instance.
public override bool Equals(object value)
Parameters
Returns
GetHashCode()
Returns a hash code for this instance.
public override int GetHashCode()
Returns
- int
A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table.
Hermite(Vector3, Vector3, Vector3, Vector3, float)
Performs a Hermite spline interpolation.
public static Vector3 Hermite(Vector3 value1, Vector3 tangent1, Vector3 value2, Vector3 tangent2, float amount)
Parameters
value1
Vector3First source position vector.
tangent1
Vector3First source tangent vector.
value2
Vector3Second source position vector.
tangent2
Vector3Second source tangent vector.
amount
floatWeighting factor.
Returns
- Vector3
The result of the Hermite spline interpolation.
Hermite(ref Vector3, ref Vector3, ref Vector3, ref Vector3, float, out Vector3)
Performs a Hermite spline interpolation.
public static void Hermite(ref Vector3 value1, ref Vector3 tangent1, ref Vector3 value2, ref Vector3 tangent2, float amount, out Vector3 result)
Parameters
value1
Vector3First source position vector.
tangent1
Vector3First source tangent vector.
value2
Vector3Second source position vector.
tangent2
Vector3Second source tangent vector.
amount
floatWeighting factor.
result
Vector3When the method completes, contains the result of the Hermite spline interpolation.
Length()
Calculates the length of the vector.
public readonly float Length()
Returns
- float
The length of the vector.
Remarks
LengthSquared() may be preferred when only the relative length is needed and speed is of the essence.
LengthSquared()
Calculates the squared length of the vector.
public readonly float LengthSquared()
Returns
- float
The squared length of the vector.
Remarks
This method may be preferred to Length() when only a relative length is needed and speed is of the essence.
Lerp(Vector3, Vector3, float)
Performs a linear interpolation between two vectors.
public static Vector3 Lerp(Vector3 start, Vector3 end, float amount)
Parameters
start
Vector3Start vector.
end
Vector3End vector.
amount
floatValue between 0 and 1 indicating the weight of
end
.
Returns
- Vector3
The linear interpolation of the two vectors.
Remarks
This method performs the linear interpolation based on the following formula.
start + (end - start) * amount
Passing amount
a value of 0 will cause start
to be returned; a value of 1 will cause end
to be returned.
Lerp(ref Vector3, ref Vector3, float, out Vector3)
Performs a linear interpolation between two vectors.
public static void Lerp(ref Vector3 start, ref Vector3 end, float amount, out Vector3 result)
Parameters
start
Vector3Start vector.
end
Vector3End vector.
amount
floatValue between 0 and 1 indicating the weight of
end
.result
Vector3When the method completes, contains the linear interpolation of the two vectors.
Remarks
This method performs the linear interpolation based on the following formula.
start + (end - start) * amount
Passing amount
a value of 0 will cause start
to be returned; a value of 1 will cause end
to be returned.
Max(Vector3, Vector3)
Returns a vector containing the largest components of the specified vectors.
public static Vector3 Max(Vector3 left, Vector3 right)
Parameters
Returns
- Vector3
A vector containing the largest components of the source vectors.
Max(ref Vector3, ref Vector3, out Vector3)
Returns a vector containing the largest components of the specified vectors.
public static void Max(ref Vector3 left, ref Vector3 right, out Vector3 result)
Parameters
left
Vector3The first source vector.
right
Vector3The second source vector.
result
Vector3When the method completes, contains an new vector composed of the largest components of the source vectors.
Min(Vector3, Vector3)
Returns a vector containing the smallest components of the specified vectors.
public static Vector3 Min(Vector3 left, Vector3 right)
Parameters
Returns
- Vector3
A vector containing the smallest components of the source vectors.
Min(ref Vector3, ref Vector3, out Vector3)
Returns a vector containing the smallest components of the specified vectors.
public static void Min(ref Vector3 left, ref Vector3 right, out Vector3 result)
Parameters
left
Vector3The first source vector.
right
Vector3The second source vector.
result
Vector3When the method completes, contains an new vector composed of the smallest components of the source vectors.
Mod(Vector3, Vector3)
Performs mathematical modulo component-wise (see MathUtil.Mod).
public static Vector3 Mod(Vector3 left, Vector3 right)
Parameters
Returns
- Vector3
When the method completes, contains an new vector composed of each component's modulo.
Mod(ref Vector3, ref Vector3, out Vector3)
Performs mathematical modulo component-wise (see MathUtil.Mod).
public static void Mod(ref Vector3 left, ref Vector3 right, out Vector3 result)
Parameters
left
Vector3The first source vector.
right
Vector3The second source vector.
result
Vector3When the method completes, contains an new vector composed of each component's modulo.
Modulate(Vector3, Vector3)
Modulates a vector with another by performing component-wise multiplication.
public static Vector3 Modulate(Vector3 left, Vector3 right)
Parameters
Returns
- Vector3
The modulated vector.
Modulate(ref Vector3, ref Vector3, out Vector3)
Modulates a vector with another by performing component-wise multiplication.
public static void Modulate(ref Vector3 left, ref Vector3 right, out Vector3 result)
Parameters
left
Vector3The first vector to modulate.
right
Vector3The second vector to modulate.
result
Vector3When the method completes, contains the modulated vector.
MoveTo(in Vector3, in Vector3, float)
Moves the first vector3 to the second one in a straight line.
public static Vector3 MoveTo(in Vector3 from, in Vector3 to, float maxTravelDistance)
Parameters
from
Vector3The first point.
to
Vector3The second point.
maxTravelDistance
floatThe rate at which the first point is going to move towards the second point.
Returns
Multiply(Vector3, float)
Scales a vector by the given value.
public static Vector3 Multiply(Vector3 value, float scale)
Parameters
Returns
- Vector3
The scaled vector.
Multiply(ref Vector3, float, out Vector3)
Scales a vector by the given value.
public static void Multiply(ref Vector3 value, float scale, out Vector3 result)
Parameters
value
Vector3The vector to scale.
scale
floatThe amount by which to scale the vector.
result
Vector3When the method completes, contains the scaled vector.
NearEqual(Vector3, Vector3, Vector3)
Tests whether one 3D vector is near another 3D vector.
public static bool NearEqual(Vector3 left, Vector3 right, Vector3 epsilon)
Parameters
Returns
- bool
true
if left and right are near another 3D,false
otherwise
NearEqual(ref Vector3, ref Vector3, ref Vector3)
Tests whether one 3D vector is near another 3D vector.
public static bool NearEqual(ref Vector3 left, ref Vector3 right, ref Vector3 epsilon)
Parameters
Returns
- bool
true
if left and right are near another 3D,false
otherwise
Negate(Vector3)
Reverses the direction of a given vector.
public static Vector3 Negate(Vector3 value)
Parameters
value
Vector3The vector to negate.
Returns
- Vector3
A vector facing in the opposite direction.
Negate(ref Vector3, out Vector3)
Reverses the direction of a given vector.
public static void Negate(ref Vector3 value, out Vector3 result)
Parameters
value
Vector3The vector to negate.
result
Vector3When the method completes, contains a vector facing in the opposite direction.
Normalize()
Converts the vector into a unit vector.
public void Normalize()
Normalize(Vector3)
Converts the vector into a unit vector.
public static Vector3 Normalize(Vector3 value)
Parameters
value
Vector3The vector to normalize.
Returns
- Vector3
The normalized vector.
Normalize(ref Vector3, out Vector3)
Converts the vector into a unit vector.
public static void Normalize(ref Vector3 value, out Vector3 result)
Parameters
value
Vector3The vector to normalize.
result
Vector3When the method completes, contains the normalized vector.
Orthogonalize(Vector3[], params Vector3[])
Orthogonalizes a list of vectors.
public static void Orthogonalize(Vector3[] destination, params Vector3[] source)
Parameters
destination
Vector3[]The list of orthogonalized vectors.
source
Vector3[]The list of vectors to orthogonalize.
Remarks
Orthogonalization is the process of making all vectors orthogonal to each other. This means that any given vector in the list will be orthogonal to any other given vector in the list.
Because this method uses the modified Gram-Schmidt process, the resulting vectors tend to be numerically unstable. The numeric stability decreases according to the vectors position in the list so that the first vector is the most stable and the last vector is the least stable.
Exceptions
- ArgumentNullException
Thrown when
source
ordestination
isnull
.- ArgumentOutOfRangeException
Thrown when
destination
is shorter in length thansource
.
Orthonormalize(Vector3[], params Vector3[])
Orthonormalizes a list of vectors.
public static void Orthonormalize(Vector3[] destination, params Vector3[] source)
Parameters
destination
Vector3[]The list of orthonormalized vectors.
source
Vector3[]The list of vectors to orthonormalize.
Remarks
Orthonormalization is the process of making all vectors orthogonal to each other and making all vectors of unit length. This means that any given vector will be orthogonal to any other given vector in the list.
Because this method uses the modified Gram-Schmidt process, the resulting vectors tend to be numerically unstable. The numeric stability decreases according to the vectors position in the list so that the first vector is the most stable and the last vector is the least stable.
Exceptions
- ArgumentNullException
Thrown when
source
ordestination
isnull
.- ArgumentOutOfRangeException
Thrown when
destination
is shorter in length thansource
.
Pow(float)
Raises the exponent for each components.
public void Pow(float exponent)
Parameters
exponent
floatThe exponent.
Project(Vector3, float, float, float, float, float, float, Matrix)
Projects a 3D vector from object space into screen space.
public static Vector3 Project(Vector3 vector, float x, float y, float width, float height, float minZ, float maxZ, Matrix worldViewProjection)
Parameters
vector
Vector3The vector to project.
x
floatThe X position of the viewport.
y
floatThe Y position of the viewport.
width
floatThe width of the viewport.
height
floatThe height of the viewport.
minZ
floatThe minimum depth of the viewport.
maxZ
floatThe maximum depth of the viewport.
worldViewProjection
MatrixThe combined world-view-projection matrix.
Returns
- Vector3
The vector in screen space.
Project(ref Vector3, float, float, float, float, float, float, ref Matrix, out Vector3)
Projects a 3D vector from object space into screen space.
public static void Project(ref Vector3 vector, float x, float y, float width, float height, float minZ, float maxZ, ref Matrix worldViewProjection, out Vector3 result)
Parameters
vector
Vector3The vector to project.
x
floatThe X position of the viewport.
y
floatThe Y position of the viewport.
width
floatThe width of the viewport.
height
floatThe height of the viewport.
minZ
floatThe minimum depth of the viewport.
maxZ
floatThe maximum depth of the viewport.
worldViewProjection
MatrixThe combined world-view-projection matrix.
result
Vector3When the method completes, contains the vector in screen space.
Reflect(Vector3, Vector3)
Returns the reflection of a vector off a surface that has the specified normal.
public static Vector3 Reflect(Vector3 vector, Vector3 normal)
Parameters
Returns
- Vector3
The reflected vector.
Remarks
Reflect only gives the direction of a reflection off a surface, it does not determine whether the original vector was close enough to the surface to hit it.
Reflect(ref Vector3, ref Vector3, out Vector3)
Returns the reflection of a vector off a surface that has the specified normal.
public static void Reflect(ref Vector3 vector, ref Vector3 normal, out Vector3 result)
Parameters
vector
Vector3The source vector.
normal
Vector3Normal of the surface.
result
Vector3When the method completes, contains the reflected vector.
Remarks
Reflect only gives the direction of a reflection off a surface, it does not determine whether the original vector was close enough to the surface to hit it.
RotateAround(in Vector3, in Vector3, in Vector3, float)
Rotates the source around the target by the rotation angle around the supplied axis.
public static Vector3 RotateAround(in Vector3 source, in Vector3 target, in Vector3 axis, float angle)
Parameters
source
Vector3The position to rotate.
target
Vector3The point to rotate around.
axis
Vector3The axis of rotation.
angle
floatThe angle to rotate by in radians.
Returns
- Vector3
The rotated vector.
RotationYawPitchRoll(Quaternion)
Calculate the yaw/pitch/roll rotation equivalent to the provided quaterion.
public static Vector3 RotationYawPitchRoll(Quaternion quaternion)
Parameters
quaternion
QuaternionThe input rotation as quaternion
Returns
- Vector3
The equivation yaw/pitch/roll rotation
RotationYawPitchRoll(ref Quaternion, out Vector3)
Calculate the yaw/pitch/roll rotation equivalent to the provided quaterion.
public static void RotationYawPitchRoll(ref Quaternion quaternion, out Vector3 yawPitchRoll)
Parameters
quaternion
QuaternionThe input rotation as quaternion
yawPitchRoll
Vector3The equivation yaw/pitch/roll rotation
SmoothStep(Vector3, Vector3, float)
Performs a cubic interpolation between two vectors.
public static Vector3 SmoothStep(Vector3 start, Vector3 end, float amount)
Parameters
start
Vector3Start vector.
end
Vector3End vector.
amount
floatValue between 0 and 1 indicating the weight of
end
.
Returns
- Vector3
The cubic interpolation of the two vectors.
SmoothStep(ref Vector3, ref Vector3, float, out Vector3)
Performs a cubic interpolation between two vectors.
public static void SmoothStep(ref Vector3 start, ref Vector3 end, float amount, out Vector3 result)
Parameters
start
Vector3Start vector.
end
Vector3End vector.
amount
floatValue between 0 and 1 indicating the weight of
end
.result
Vector3When the method completes, contains the cubic interpolation of the two vectors.
Subtract(in Vector3, in Vector3)
Subtracts two vectors.
public static Vector3 Subtract(in Vector3 left, in Vector3 right)
Parameters
Returns
- Vector3
The difference of the two vectors.
Subtract(ref Vector3, ref Vector3, out Vector3)
Subtracts two vectors.
public static void Subtract(ref Vector3 left, ref Vector3 right, out Vector3 result)
Parameters
left
Vector3The first vector to subtract.
right
Vector3The second vector to subtract.
result
Vector3When the method completes, contains the difference of the two vectors.
ToArray()
Creates an array containing the elements of the vector.
public float[] ToArray()
Returns
- float[]
A three-element array containing the components of the vector.
ToString()
Returns a string that represents this instance.
public override string ToString()
Returns
ToString(IFormatProvider)
Returns a string that represents this instance.
public string ToString(IFormatProvider formatProvider)
Parameters
formatProvider
IFormatProviderThe format provider.
Returns
ToString(string)
Returns a string that represents this instance.
public string ToString(string format)
Parameters
format
stringThe format.
Returns
ToString(string, IFormatProvider)
Returns a string that represents this instance.
public string ToString(string format, IFormatProvider formatProvider)
Parameters
format
stringThe format.
formatProvider
IFormatProviderThe format provider.
Returns
Transform(Vector3, Matrix)
Transforms a 3D vector by the given Matrix.
public static Vector4 Transform(Vector3 vector, Matrix transform)
Parameters
Returns
Transform(Vector3, Quaternion)
Transforms a 3D vector by the given Quaternion rotation.
public static Vector3 Transform(Vector3 vector, Quaternion rotation)
Parameters
vector
Vector3The vector to rotate.
rotation
QuaternionThe Quaternion rotation to apply.
Returns
Transform(ref Vector3, ref Matrix, out Vector3)
Transforms a 3D vector by the given Matrix.
public static void Transform(ref Vector3 vector, ref Matrix transform, out Vector3 result)
Parameters
vector
Vector3The source vector.
transform
MatrixThe transformation Matrix.
result
Vector3When the method completes, contains the transformed Vector3.
Transform(ref Vector3, ref Matrix, out Vector4)
Transforms a 3D vector by the given Matrix.
public static void Transform(ref Vector3 vector, ref Matrix transform, out Vector4 result)
Parameters
vector
Vector3The source vector.
transform
MatrixThe transformation Matrix.
result
Vector4When the method completes, contains the transformed Vector4.
Transform(ref Vector3, ref Quaternion, out Vector3)
Transforms a 3D vector by the given Quaternion rotation.
public static void Transform(ref Vector3 vector, ref Quaternion rotation, out Vector3 result)
Parameters
vector
Vector3The vector to rotate.
rotation
QuaternionThe Quaternion rotation to apply.
result
Vector3When the method completes, contains the transformed Vector4.
Transform(Vector3[], ref Matrix, Vector4[])
Transforms an array of 3D vectors by the given Matrix.
public static void Transform(Vector3[] source, ref Matrix transform, Vector4[] destination)
Parameters
source
Vector3[]The array of vectors to transform.
transform
MatrixThe transformation Matrix.
destination
Vector4[]The array for which the transformed vectors are stored.
Exceptions
- ArgumentNullException
Thrown when
source
ordestination
isnull
.- ArgumentOutOfRangeException
Thrown when
destination
is shorter in length thansource
.
Transform(Vector3[], ref Quaternion, Vector3[])
Transforms an array of vectors by the given Quaternion rotation.
public static void Transform(Vector3[] source, ref Quaternion rotation, Vector3[] destination)
Parameters
source
Vector3[]The array of vectors to transform.
rotation
QuaternionThe Quaternion rotation to apply.
destination
Vector3[]The array for which the transformed vectors are stored. This array may be the same array as
source
.
Exceptions
- ArgumentNullException
Thrown when
source
ordestination
isnull
.- ArgumentOutOfRangeException
Thrown when
destination
is shorter in length thansource
.
TransformCoordinate(Vector3, Matrix)
Performs a coordinate transformation using the given Matrix.
public static Vector3 TransformCoordinate(Vector3 coordinate, Matrix transform)
Parameters
Returns
- Vector3
The transformed coordinates.
Remarks
A coordinate transform performs the transformation with the assumption that the w component is one. The four dimensional vector obtained from the transformation operation has each component in the vector divided by the w component. This forces the wcomponent to be one and therefore makes the vector homogeneous. The homogeneous vector is often prefered when working with coordinates as the w component can safely be ignored.
TransformCoordinate(ref Vector3, ref Matrix, out Vector3)
Performs a coordinate transformation using the given Matrix.
public static void TransformCoordinate(ref Vector3 coordinate, ref Matrix transform, out Vector3 result)
Parameters
coordinate
Vector3The coordinate vector to transform.
transform
MatrixThe transformation Matrix.
result
Vector3When the method completes, contains the transformed coordinates.
Remarks
A coordinate transform performs the transformation with the assumption that the w component is one. The four dimensional vector obtained from the transformation operation has each component in the vector divided by the w component. This forces the wcomponent to be one and therefore makes the vector homogeneous. The homogeneous vector is often prefered when working with coordinates as the w component can safely be ignored.
TransformCoordinate(Vector3[], ref Matrix, Vector3[])
Performs a coordinate transformation on an array of vectors using the given Matrix.
public static void TransformCoordinate(Vector3[] source, ref Matrix transform, Vector3[] destination)
Parameters
source
Vector3[]The array of coordinate vectors to trasnform.
transform
MatrixThe transformation Matrix.
destination
Vector3[]The array for which the transformed vectors are stored. This array may be the same array as
source
.
Remarks
A coordinate transform performs the transformation with the assumption that the w component is one. The four dimensional vector obtained from the transformation operation has each component in the vector divided by the w component. This forces the wcomponent to be one and therefore makes the vector homogeneous. The homogeneous vector is often prefered when working with coordinates as the w component can safely be ignored.
Exceptions
- ArgumentNullException
Thrown when
source
ordestination
isnull
.- ArgumentOutOfRangeException
Thrown when
destination
is shorter in length thansource
.
TransformNormal(Vector3, Matrix)
Performs a normal transformation using the given Matrix.
public static Vector3 TransformNormal(Vector3 normal, Matrix transform)
Parameters
Returns
- Vector3
The transformed normal.
Remarks
A normal transform performs the transformation with the assumption that the w component is zero. This causes the fourth row and fourth collumn of the matrix to be unused. The end result is a vector that is not translated, but all other transformation properties apply. This is often prefered for normal vectors as normals purely represent direction rather than location because normal vectors should not be translated.
TransformNormal(ref Vector3, ref Matrix, out Vector3)
Performs a normal transformation using the given Matrix.
public static void TransformNormal(ref Vector3 normal, ref Matrix transform, out Vector3 result)
Parameters
normal
Vector3The normal vector to transform.
transform
MatrixThe transformation Matrix.
result
Vector3When the method completes, contains the transformed normal.
Remarks
A normal transform performs the transformation with the assumption that the w component is zero. This causes the fourth row and fourth collumn of the matrix to be unused. The end result is a vector that is not translated, but all other transformation properties apply. This is often prefered for normal vectors as normals purely represent direction rather than location because normal vectors should not be translated.
TransformNormal(Vector3[], ref Matrix, Vector3[])
Performs a normal transformation on an array of vectors using the given Matrix.
public static void TransformNormal(Vector3[] source, ref Matrix transform, Vector3[] destination)
Parameters
source
Vector3[]The array of normal vectors to transform.
transform
MatrixThe transformation Matrix.
destination
Vector3[]The array for which the transformed vectors are stored. This array may be the same array as
source
.
Remarks
A normal transform performs the transformation with the assumption that the w component is zero. This causes the fourth row and fourth collumn of the matrix to be unused. The end result is a vector that is not translated, but all other transformation properties apply. This is often prefered for normal vectors as normals purely represent direction rather than location because normal vectors should not be translated.
Exceptions
- ArgumentNullException
Thrown when
source
ordestination
isnull
.- ArgumentOutOfRangeException
Thrown when
destination
is shorter in length thansource
.
Unproject(Vector3, float, float, float, float, float, float, Matrix)
Projects a 3D vector from screen space into object space.
public static Vector3 Unproject(Vector3 vector, float x, float y, float width, float height, float minZ, float maxZ, Matrix worldViewProjection)
Parameters
vector
Vector3The vector to project.
x
floatThe X position of the viewport.
y
floatThe Y position of the viewport.
width
floatThe width of the viewport.
height
floatThe height of the viewport.
minZ
floatThe minimum depth of the viewport.
maxZ
floatThe maximum depth of the viewport.
worldViewProjection
MatrixThe combined world-view-projection matrix.
Returns
- Vector3
The vector in object space.
Unproject(ref Vector3, float, float, float, float, float, float, ref Matrix, out Vector3)
Projects a 3D vector from screen space into object space.
public static void Unproject(ref Vector3 vector, float x, float y, float width, float height, float minZ, float maxZ, ref Matrix worldViewProjection, out Vector3 result)
Parameters
vector
Vector3The vector to project.
x
floatThe X position of the viewport.
y
floatThe Y position of the viewport.
width
floatThe width of the viewport.
height
floatThe height of the viewport.
minZ
floatThe minimum depth of the viewport.
maxZ
floatThe maximum depth of the viewport.
worldViewProjection
MatrixThe combined world-view-projection matrix.
result
Vector3When the method completes, contains the vector in object space.
Operators
operator +(Vector3, Vector3)
Adds two vectors.
public static Vector3 operator +(Vector3 left, Vector3 right)
Parameters
Returns
- Vector3
The sum of the two vectors.
operator +(Vector3, float)
Adds a vector with the given value.
public static Vector3 operator +(Vector3 value, float scale)
Parameters
Returns
- Vector3
The vector offset.
operator /(Vector3, Vector3)
Divides a vector by the given vector, component-wise.
public static Vector3 operator /(Vector3 value, Vector3 by)
Parameters
Returns
- Vector3
The scaled vector.
operator /(Vector3, float)
Scales a vector by the given value.
public static Vector3 operator /(Vector3 value, float scale)
Parameters
Returns
- Vector3
The scaled vector.
operator /(float, Vector3)
Divides a numerator by a vector.
public static Vector3 operator /(float numerator, Vector3 value)
Parameters
Returns
- Vector3
The scaled vector.
operator ==(Vector3, Vector3)
Tests for equality between two objects.
public static bool operator ==(Vector3 left, Vector3 right)
Parameters
Returns
- bool
true
ifleft
has the same value asright
; otherwise,false
.
explicit operator Int3(Vector3)
public static explicit operator Int3(Vector3 value)
Parameters
value
Vector3The value.
Returns
- Int3
The result of the conversion.
explicit operator Vector2(Vector3)
public static explicit operator Vector2(Vector3 value)
Parameters
value
Vector3The value.
Returns
- Vector2
The result of the conversion.
explicit operator Vector4(Vector3)
public static explicit operator Vector4(Vector3 value)
Parameters
value
Vector3The value.
Returns
- Vector4
The result of the conversion.
operator !=(Vector3, Vector3)
Tests for inequality between two objects.
public static bool operator !=(Vector3 left, Vector3 right)
Parameters
Returns
- bool
true
ifleft
has a different value thanright
; otherwise,false
.
operator *(Vector3, Vector3)
Modulates a vector with another by performing component-wise multiplication.
public static Vector3 operator *(Vector3 left, Vector3 right)
Parameters
Returns
- Vector3
The multiplication of the two vectors.
operator *(Vector3, float)
Scales a vector by the given value.
public static Vector3 operator *(Vector3 value, float scale)
Parameters
Returns
- Vector3
The scaled vector.
operator *(float, Vector3)
Scales a vector by the given value.
public static Vector3 operator *(float scale, Vector3 value)
Parameters
Returns
- Vector3
The scaled vector.
operator -(Vector3, Vector3)
Subtracts two vectors.
public static Vector3 operator -(Vector3 left, Vector3 right)
Parameters
Returns
- Vector3
The difference of the two vectors.
operator -(Vector3, float)
Substracts a vector by the given value.
public static Vector3 operator -(Vector3 value, float scale)
Parameters
Returns
- Vector3
The vector offset.
operator -(Vector3)
Reverses the direction of a given vector.
public static Vector3 operator -(Vector3 value)
Parameters
value
Vector3The vector to negate.
Returns
- Vector3
A vector facing in the opposite direction.
operator +(Vector3)
Assert a vector (return it unchanged).
public static Vector3 operator +(Vector3 value)
Parameters
value
Vector3The vector to assert (unchange).
Returns
- Vector3
The asserted (unchanged) vector.