struct Vector3Int
in global
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public int x
The X component of this integer vector.
public int y
The Y component of this integer vector.
public int z
The Z component of this integer vector.
public Vector3Int( int x, int y, int z )
Initializes an integer vector with given components.
xThe X component.yThe Y component.zThe Z component.
public Vector3Int( int all = 0 )
Initializes an integer vector with all components set to the same value.
allThe value of the X, Y, and Z components.
public Vector3Int( Vector3Int vector3Int )
Initializes an integer vector with given components from another integer vector
public static Vector3Int One
An integer vector with all components set to 1.
public static Vector3Int Zero
An integer vector with all components set to 0.
public static Vector3Int Forward
An integer vector with X set to 1. This represents the forward direction.
public static Vector3Int Backward
An integer vector with X set to -1. This represents the backward direction.
public static Vector3Int Up
An integer vector with Z set to 1. This represents the up direction.
public static Vector3Int Down
An integer vector with Z set to -1. This represents the down direction.
public static Vector3Int Right
An integer vector with Y set to 1. This represents the right direction.
public static Vector3Int Left
An integer vector with Y set to -1. This represents the left direction.
public static Vector3Int OneX
An integer vector with X set to 1.
public static Vector3Int OneY
An integer vector with Y set to 1.
public static Vector3Int OneZ
An integer vector with Z set to 1.
public Vector3 Normal { get; }
Returns a unit version of this vector. Keep in mind this returns a Vector3 and not a Vector3Int.
public Angles EulerAngles { get; set; }
The Euler angles of this direction vector.
public Vector3 Inverse { get; }
Returns the inverse of this vector, which is useful for scaling vectors. Keep in mind this returns a Vector3 and not a Vector3Int.
public float Length { get; }
Length (or magnitude) of the integer vector (Distance from 0,0,0)
public int LengthSquared { get; }
Squared length of the integer vector. This is faster than Length, and can be used for things like comparing distances, as long as only squared values are used.
public bool IsZeroLength { get; }
Whether the length of this vector is zero or not.
public bool IsNearlyZero( int tolerance = 0 )
Returns true if value on every axis is less than or equal to tolerance.
public Vector3Int ComponentMin( Vector3Int other )
Returns an integer vector that has the minimum values on each axis between this vector and a given vector.
public Vector3Int ComponentMax( Vector3Int other )
Returns an integer vector that has the maximum values on each axis between this vector and a given vector.
public static Vector3Int Cross( ref Vector3Int a, ref Vector3Int b )
Returns the cross product of this and the given integer vector. If this and the given vectors are linearly independent, the resulting vector is perpendicular to them both, also known as a normal of a plane.
public static float Dot( ref Vector3Int a, ref Vector3Int b )
Returns the scalar/dot product of the 2 given integer vectors.
public static float Dot( ref Vector3Int a, ref Vector3 b )
Returns the scalar/dot product of the 2 given vectors.
public float Dot( ref Vector3Int b )
Returns the scalar/dot product of this and the given vector.
public float Dot( ref Vector3 b )
Returns the scalar/dot product of this and the given vector.
public float Distance( Vector3Int other )
Returns distance between this vector and another.
public float Distance( Vector3 other )
Returns distance between this vector and another.
public Vector3Int SnapToGrid( int gridSize, bool sx = True, bool sy = True, bool sz = True )
Snap to grid along any of the 3 axes.
public static Vector3Int Min( Vector3Int a, Vector3Int b )
Returns an integer vector that has the minimum values on each axis between 2 given vectors.
public static Vector3Int Max( Vector3Int a, Vector3Int b )
Returns an integer vector that has the maximum values on each axis between 2 given vectors.
public Vector3Int WithX( int x )
Returns this integer vector with given X component.
public Vector3Int WithY( int y )
Returns this integer vector with given Y component.
public Vector3Int WithZ( int z )
Returns this integer vector with given Z component.
public static Vector3Int Parse( string str )
Given a string, try to convert this into a Vector3Int. Example formatting is "x,y,z", "[x,y,z]", "x y z", etc.
public static Vector3Int Parse( string str, IFormatProvider provider )
🤡 Doc inheritance is not yet supported.
No summary.
public static bool TryParse( string str, IFormatProvider info, ref Vector3Int result )
🤡 Doc inheritance is not yet supported.
No summary.
public int GetHashCode( )
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public Type GetType( )
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public static Vector3Int op_Addition( Vector3Int c1, int c2 )
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public static Vector3 op_Addition( Vector3Int c1, float c2 )
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public static Vector3 op_Division( Vector3 c1, Vector3Int c2 )
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public static Vector3Int op_Addition( Vector3Int c1, Vector3Int c2 )
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public static Vector3 op_Addition( Vector3Int c1, Vector3 c2 )
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public static Vector3 op_Addition( Vector3 c1, Vector3Int c2 )
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public static Vector3Int op_Subtraction( Vector3Int c1, int c2 )
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public static Vector3 op_Subtraction( Vector3Int c1, float c2 )
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public static Vector3Int op_Subtraction( Vector3Int c1, Vector3Int c2 )
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public static Vector3 op_Subtraction( Vector3Int c1, Vector3 c2 )
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public static Vector3 op_Division( Vector3Int c1, Vector3 c2 )
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public static Vector3Int op_Division( Vector3Int c1, Vector3Int c2 )
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public static Vector3 op_Division( Vector3Int c1, float c2 )
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public static Vector3 op_Subtraction( Vector3 c1, Vector3Int c2 )
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public static Vector3Int op_Division( Vector3Int c1, int c2 )
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public string ToString( )
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public static Vector3Int op_Implicit( int value )
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public static Vector3Int op_Explicit( Vector3 value )
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public static Vector3 op_Implicit( Vector3Int value )
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public static Vector3Int op_Implicit( Vector2Int value )
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public static Vector3Int op_Explicit( Vector2 value )
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public static Vector3Int op_Explicit( Vector4 value )
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public int Item { get; set; }
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public static Vector3 op_Multiply( Vector3 c1, Vector3Int c2 )
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public static Vector3 op_Multiply( Vector3Int c1, Rotation f )
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public static Vector3 op_Multiply( Vector3Int c1, Vector3 c2 )
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public static Vector3Int op_Multiply( Vector3Int c1, Vector3Int c2 )
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public void Write( BinaryWriter writer )
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public Vector3Int Read( BinaryReader reader )
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public static Vector3 op_Multiply( Vector3Int c1, float c2 )
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public static Vector3Int op_Multiply( Vector3Int c1, int c2 )
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public static float GetAngle( ref Vector3Int v1, ref Vector3Int v2 )
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public Vector3Int Abs( )
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public static Vector3Int op_UnaryNegation( Vector3Int value )
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public static bool op_Equality( Vector3Int left, Vector3Int right )
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public static bool op_Inequality( Vector3Int left, Vector3Int right )
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public bool Equals( Vector3Int o )
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public bool Equals( object obj )
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