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3x1 or 1x3 vector using float32 representation.
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Public Types | |
enum | Axis { X_AXIS =0, Y_AXIS =1, Z_AXIS =2, DETECT_AXIS =-1 } |
Public Member Functions | |
Vector3 () | |
Initializes to zero. More... | |
Vector3 (DoNotInitialize dni) | |
Vector3 (const Any &any) | |
Vector3 (const Vector4int8 &) | |
Vector3 (const Vector3uint8 &) | |
Vector3 (const class Vector2 &v, float z) | |
Vector3 (const class Vector3int32 &v) | |
Vector3 (class BinaryInput &b) | |
Vector3 (float _x, float _y, float _z) | |
Vector3 (float coordinate[3]) | |
Vector3 (double coordinate[3]) | |
Vector3 (const class Vector3int16 &v) | |
Vector3 (class TextInput &t) | |
Vector3 (const class Color3 &c) | |
float | average () const |
Vector3 | clamp (const Vector3 &low, const Vector3 &high) const |
Vector3 | clamp (float low, float high) const |
Vector3 | cross (const Vector3 &rkVector) const |
Cross product. More... | |
class Matrix3 | cross () const |
Returns a matrix such that v.cross() * w = v.cross(w). More... | |
void | deserialize (class BinaryInput &b) |
void | deserialize (class TextInput &t) |
Vector3 | direction () const |
Returns a unit-length version of this vector. More... | |
Vector3 | directionOrZero () const |
Returns Vector3::zero() if the length is nearly zero, otherwise returns a unit vector. More... | |
float | dot (const Vector3 &rkVector) const |
Vector3 | fastDirection () const |
Potentially less accurate but faster than direction(). More... | |
Vector3 | fastUnit () const |
Returns a normalized vector. More... | |
Vector3 | floor () const |
bool | fuzzyEq (const Vector3 &other) const |
bool | fuzzyNe (const Vector3 &other) const |
void | getTangents (Vector3 &X, Vector3 &Y) const |
Creates two orthonormal tangent vectors X and Y such that if Z = this, X x Y = Z. More... | |
size_t | hashCode () const |
bool | isFinite () const |
Returns true if this vector has finite length. More... | |
bool | isNaN () const |
True if any field is nan. More... | |
bool | isUnit () const |
Returns true if this vector has length ~= 1. More... | |
bool | isZero () const |
Returns true if this vector has length ~= 0. More... | |
float | length () const |
Same as magnitude. More... | |
Vector3 | lerp (const Vector3 &v, float alpha) const |
Linear interpolation More... | |
float | magnitude () const |
Vector3 | max (const Vector3 &v) const |
float | max () const |
Largest element. More... | |
Vector3 | min (const Vector3 &v) const |
float | min () const |
Smallest element. More... | |
Vector3 | movedTowards (const Vector3 &goal, float maxTranslation) const |
Returns a vector that is this translated towards goal with a maximum translation of maxTranslation. More... | |
void | moveTowards (const Vector3 &goal, float maxTranslation) |
bool | nonZero () const |
bool | operator!= (const Vector3 &rkVector) const |
Vector3 | operator* (float s) const |
Vector3 | operator* (const Vector3 &v) const |
Vector3 & | operator*= (float s) |
Vector3 & | operator*= (const Vector3 &v) |
Vector3 | operator+ (const Vector3 &v) const |
Vector3 & | operator+= (const Vector3 &v) |
Vector3 | operator- (const Vector3 &v) const |
Vector3 | operator- () const |
Vector3 & | operator-= (const Vector3 &v) |
Vector3 | operator/ (float s) const |
Vector3 | operator/ (const Vector3 &v) const |
Vector3 & | operator/= (float s) |
Vector3 & | operator/= (const Vector3 &v) |
Vector3 & | operator= (const Vector3 &rkVector) |
Vector3 & | operator= (const Any &a) |
bool | operator== (const Vector3 &rkVector) const |
const float & | operator[] (int i) const |
float & | operator[] (int i) |
Vector3 | pow (float p) const |
Raise each component of this vector to a power. More... | |
Axis | primaryAxis () const |
Returns the largest dimension. More... | |
Vector3 | reflectAbout (const Vector3 &normal) const |
Reflect this vector about the (not necessarily unit) normal. More... | |
Vector3 | reflectionDirection (const Vector3 &normal) const |
See also G3D::Ray::reflect. More... | |
Vector3 | refractionDirection (const Vector3 &normal, float iInside, float iOutside) const |
Returns the direction of a refracted ray, where iExit is the index of refraction for the previous material and iEnter is the index of refraction for the new material. More... | |
Vector3 | refractionDirection (const Vector3 &normal, float iRatio) const |
Vector3 | round () const |
void | serialize (class BinaryOutput &b) const |
Format is three float32's. More... | |
void | serialize (class TextOutput &t) const |
Format is "(%f, %f, %f)". More... | |
float | squaredLength () const |
Same as squaredMagnitude. More... | |
float | squaredMagnitude () const |
float | sum () const |
Any | toAny (const String &name) const |
Converts the Vector3 to an Any, using the specified name instead of "Vector3". More... | |
Any | toAny () const |
Converts the Vector3 to an Any. More... | |
String | toString () const |
Vector3 | unit () const |
Synonym for direction. More... | |
Vector3 | unitCross (const Vector3 &rkVector) const |
Vector2 | xx () const |
Vector3 | xxx () const |
Vector4 | xxxx () const |
Vector4 | xxxy () const |
Vector4 | xxxz () const |
Vector3 | xxy () const |
Vector4 | xxyx () const |
Vector4 | xxyy () const |
Vector4 | xxyz () const |
Vector3 | xxz () const |
Vector4 | xxzx () const |
Vector4 | xxzy () const |
Vector4 | xxzz () const |
Vector2 | xy () const |
Vector3 | xyx () const |
Vector4 | xyxx () const |
Vector4 | xyxy () const |
Vector4 | xyxz () const |
Vector3 | xyy () const |
Vector4 | xyyx () const |
Vector4 | xyyy () const |
Vector4 | xyyz () const |
Vector3 | xyz () const |
Vector4 | xyzx () const |
Vector4 | xyzy () const |
Vector4 | xyzz () const |
Vector2 | xz () const |
Vector3 | xzx () const |
Vector4 | xzxx () const |
Vector4 | xzxy () const |
Vector4 | xzxz () const |
Vector3 | xzy () const |
Vector4 | xzyx () const |
Vector4 | xzyy () const |
Vector4 | xzyz () const |
Vector3 | xzz () const |
Vector4 | xzzx () const |
Vector4 | xzzy () const |
Vector4 | xzzz () const |
Vector2 | yx () const |
Vector3 | yxx () const |
Vector4 | yxxx () const |
Vector4 | yxxy () const |
Vector4 | yxxz () const |
Vector3 | yxy () const |
Vector4 | yxyx () const |
Vector4 | yxyy () const |
Vector4 | yxyz () const |
Vector3 | yxz () const |
Vector4 | yxzx () const |
Vector4 | yxzy () const |
Vector4 | yxzz () const |
Vector2 | yy () const |
Vector3 | yyx () const |
Vector4 | yyxx () const |
Vector4 | yyxy () const |
Vector4 | yyxz () const |
Vector3 | yyy () const |
Vector4 | yyyx () const |
Vector4 | yyyy () const |
Vector4 | yyyz () const |
Vector3 | yyz () const |
Vector4 | yyzx () const |
Vector4 | yyzy () const |
Vector4 | yyzz () const |
Vector2 | yz () const |
Vector3 | yzx () const |
Vector4 | yzxx () const |
Vector4 | yzxy () const |
Vector4 | yzxz () const |
Vector3 | yzy () const |
Vector4 | yzyx () const |
Vector4 | yzyy () const |
Vector4 | yzyz () const |
Vector3 | yzz () const |
Vector4 | yzzx () const |
Vector4 | yzzy () const |
Vector4 | yzzz () const |
Vector2 | zx () const |
Vector3 | zxx () const |
Vector4 | zxxx () const |
Vector4 | zxxy () const |
Vector4 | zxxz () const |
Vector3 | zxy () const |
Vector4 | zxyx () const |
Vector4 | zxyy () const |
Vector4 | zxyz () const |
Vector3 | zxz () const |
Vector4 | zxzx () const |
Vector4 | zxzy () const |
Vector4 | zxzz () const |
Vector2 | zy () const |
Vector3 | zyx () const |
Vector4 | zyxx () const |
Vector4 | zyxy () const |
Vector4 | zyxz () const |
Vector3 | zyy () const |
Vector4 | zyyx () const |
Vector4 | zyyy () const |
Vector4 | zyyz () const |
Vector3 | zyz () const |
Vector4 | zyzx () const |
Vector4 | zyzy () const |
Vector4 | zyzz () const |
Vector2 | zz () const |
Vector3 | zzx () const |
Vector4 | zzxx () const |
Vector4 | zzxy () const |
Vector4 | zzxz () const |
Vector3 | zzy () const |
Vector4 | zzyx () const |
Vector4 | zzyy () const |
Vector4 | zzyz () const |
Vector3 | zzz () const |
Vector4 | zzzx () const |
Vector4 | zzzy () const |
Vector4 | zzzz () const |
Static Public Member Functions | |
static void | cosHemiPlusCosPowHemiHemiRandom (const Vector3 &v, const Vector3 &n, const float k, float P_cosPow, Random &rng, Vector3 &w, float &pdfValue) |
Useful for sampling "lambertian + glossy" style BSDFs, even if they don't exactly match this PDF. More... | |
static Vector3 | cosHemiRandom (const Vector3 &n, Random &r=Random::common()) |
Random unit vector, distributed according to . More... | |
static void | cosHemiRandom (const Vector3 &v, Random &rng, Vector3 &w, float &pdfValue) |
Random unit vector, distributed proportional to . More... | |
static void | cosPowHemiHemiRandom (const Vector3 &v, const Vector3 &n, const float k, Random &r, Vector3 &w, float &pdfValue) |
Random unit vector, distributed proportional to . More... | |
static Vector3 | cosPowHemiRandom (const Vector3 &v, const float k, Random &r=Random::common()) |
Random unit vector, distributed proportional to . More... | |
static void | cosPowHemiRandom (const Vector3 &v, const float k, Random &r, Vector3 &w, float &pdfValue) |
Random unit vector, distributed proportional to . More... | |
static Vector3 | cosSphereRandom (const Vector3 &n, Random &r=Random::common()) |
static void | cosSphereRandom (const Vector3 &n, Random &rng, Vector3 &w, float &pdfValue) |
Random unit vector, distributed proportional to . More... | |
static Vector3 | hemiRandom (const Vector3 &normal, Random &r=Random::common()) |
Random vector distributed over the hemisphere about normal. More... | |
static void | hemiRandom (const Vector3 &v, Random &r, Vector3 &w, float &pdfValue) |
Random vector distributed over the hemisphere about v. More... | |
static const Vector3 & | inf () |
static const Vector3 & | maxFinite () |
Largest representable vector. More... | |
static const Vector3 & | minFinite () |
Smallest (most negative) representable vector. More... | |
static const Vector3 & | nan () |
static const Vector3 & | one () |
static void | orthonormalize (Vector3 akVector[3]) |
Gram-Schmidt orthonormalization. More... | |
static Vector3 | random (Random &r=Random::common()) |
Random unit vector, uniformly distributed on the sphere. More... | |
static void | sphericalCapHemiRandom (const Vector3 &v, const Vector3 &n, const float cosHalfAngle, Random &r, Vector3 &w, float &pdfValue) |
Samples w from a pdf proportional to the spherical cap that lies within the cone about v whose apex half-angle has cosine cosHalfAngle, while restricting w to the hemisphere about n. More... | |
static const Vector3 & | unitX () |
static const Vector3 & | unitY () |
static const Vector3 & | unitZ () |
static const Vector3 & | zero () |
Public Attributes | |
float | x |
float | y |
float | z |
Static Public Attributes | |
static Vector3 | ignore |
For use with default output arguments. More... | |
3x1 or 1x3 vector using float32 representation.
Typedefs use this class for Point as well.
Swizzles Vector classes have swizzle operators, e.g. v.xy()
, that allow selection of arbitrary sub-fields. These cannot be used as write masks. Examples
Vector3 v(1, 2, 3); Vector3 j; Vector2 b;
b = v.xz(); j = b.xx();
Warning
Do not subclass– this implementation makes assumptions about the memory layout.
enum G3D::Vector3::Axis |
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Initializes to zero.
Referenced by clamp(), cross(), direction(), fastDirection(), max(), min(), operator*(), operator+(), operator-(), operator/(), pow(), and round().
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G3D::Vector3::Vector3 | ( | const Vector3uint8 & | ) |
G3D::Vector3::Vector3 | ( | const class Vector2 & | v, |
float | z | ||
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G3D::Vector3::Vector3 | ( | const class Vector3int32 & | v | ) |
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G3D::Vector3::Vector3 | ( | const class Vector3int16 & | v | ) |
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Referenced by G3D::clamp(), and G3D::Plane::halfSpaceContains().
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Useful for sampling "lambertian + glossy" style BSDFs, even if they don't exactly match this PDF.
v | The lobe about which to sample the cosine-power lobe (typically w_o.reflectAbout(n) ) |
n | The normal whose hemisphere each sub-PDF is restricted to, and the vector about which to sample the cosine lobe |
P_cosPow | Probability of sampling the cosPowHemi lobe about the reflection vector (1 - P_cosPow is the probability of sampling the regular cosine lobe) |
k | Exponent on the cosPowHemi lobe |
Assumes that P_cos + P_cosPow = 1.0
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Random unit vector, distributed according to .
That is, so that the probability of is proportional to . Useful in photon mapping for Lambertian scattering.
Distribution rendered by G3D::DirectionHistogram:
n | Unit vector at the center of the distribution. |
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Random unit vector, distributed proportional to .
That is, so that the probability of is proportional to . Useful in photon mapping for Lambertian scattering.
Distribution rendered by G3D::DirectionHistogram:
n | Unit vector at the center of the distribution. |
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Random unit vector, distributed proportional to .
k | Power lobe |
v | Unit vector at the center of the distribution. |
n | Unit vector defining the hemisphere to restrict the result vector to |
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pdfValue | The value of the cosPowHemiHemiRandom pdf at w |
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Random unit vector, distributed proportional to .
k | Power lobe |
v | Unit vector at the center of the distribution. |
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Random unit vector, distributed proportional to .
k | Power lobe |
v | Unit vector at the center of the distribution. |
w | |
pdfValue | The value of the cosPowHemiRandom pdf at w |
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Random unit vector, distributed proportional to .
n | Unit vector at the center of the distribution. |
Cross product.
Note that two cross products in a row can be computed more cheaply: v1 x (v2 x v3) = (v1 dot v3) v2 - (v1 dot v2) v3.
Referenced by G3D::cross(), G3D::Tri::nonUnitNormal(), and G3D::Tri::tangent2().
class Matrix3 G3D::Vector3::cross | ( | ) | const |
Returns a matrix such that v.cross() * w = v.cross(w).
[ 0 -v.z v.y ] [ v.z 0 -v.x ] [ -v.y v.x 0 ]
Referenced by getTangents().
void G3D::Vector3::deserialize | ( | class BinaryInput & | b | ) |
void G3D::Vector3::deserialize | ( | class TextInput & | t | ) |
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Returns a unit-length version of this vector.
Returns nan if length is almost zero.
Referenced by G3D::Box::axis(), G3D::CollisionDetection::collisionTimeForMovingPointFixedTriangle(), G3D::Line::Line(), unit(), and unitCross().
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Returns Vector3::zero() if the length is nearly zero, otherwise returns a unit vector.
Referenced by G3D::ArticulatedModel::Geometry::Face::Face(), G3D::Tri::normal(), and G3D::squareMagnitude().
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Potentially less accurate but faster than direction().
Only works if System::hasSSE is true.
Referenced by fastUnit().
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Returns a normalized vector.
May be computed with lower precision than unit
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Creates two orthonormal tangent vectors X and Y such that if Z = this, X x Y = Z.
size_t G3D::Vector3::hashCode | ( | ) | const |
Referenced by G3D::Sphere::hashCode(), G3D::Triangle::hashCode(), HashTrait< G3D::Sphere >::hashCode(), HashTrait< G3D::CoordinateFrame >::hashCode(), G3D::ArticulatedModel::Geometry::Face::AMFaceVertexHash::hashCode(), HashTrait< G3D::Vector3 >::hashCode(), and G3D::PointHashGrid< Value, PosFunc, EqualsFunc >::PointHashGrid().
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Random vector distributed over the hemisphere about normal.
Distribution rendered by G3D::DirectionHistogram:
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Random vector distributed over the hemisphere about v.
pdfValue | set to 1/pi on return, the value of a uniform PDF over the hemisphere. |
Distribution rendered by G3D::DirectionHistogram:
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Referenced by G3D::PlaneShape::boundingAABox(), G3D::PointKDTree< T, PositionFunc, HashFunc, EqualsFunc >::computeBounds(), G3D::KDTree< T, BoundsFunc, HashFunc, EqualsFunc >::computeBounds(), G3D::PointKDTree< T, PositionFunc, HashFunc, EqualsFunc >::Node::Node(), G3D::KDTree< T, BoundsFunc, HashFunc, EqualsFunc >::Node::Node(), and G3D::PointHashGrid< Value, PosFunc, EqualsFunc >::PointHashGrid().
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Returns true if this vector has finite length.
Referenced by G3D::Plane::halfSpaceContainsFinite().
bool G3D::Vector3::isNaN | ( | ) | const |
True if any field is nan.
Referenced by G3D::AABox::isEmpty().
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Returns true if this vector has length ~= 1.
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Returns true if this vector has length ~= 0.
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Same as magnitude.
Referenced by G3D::ArrowShape::boundingSphere(), G3D::Box::extent(), and getTangents().
Linear interpolation
Referenced by G3D::lerp().
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Largest element.
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Largest representable vector.
Referenced by G3D::PointKDTree< T, PositionFunc, HashFunc, EqualsFunc >::balance(), and G3D::Plane::halfSpaceContains().
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Smallest element.
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Smallest (most negative) representable vector.
Referenced by G3D::PointKDTree< T, PositionFunc, HashFunc, EqualsFunc >::balance(), and G3D::Plane::halfSpaceContains().
Returns a vector that is this translated towards goal with a maximum translation of maxTranslation.
void G3D::Vector3::moveTowards | ( | const Vector3 & | goal, |
float | maxTranslation | ||
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Gram-Schmidt orthonormalization.
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Raise each component of this vector to a power.
Axis G3D::Vector3::primaryAxis | ( | ) | const |
Returns the largest dimension.
Particularly convenient for determining which plane to project a triangle onto for point-in-polygon tests.
Referenced by G3D::PointKDTree< T, PositionFunc, HashFunc, EqualsFunc >::makeNode().
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Random unit vector, uniformly distributed on the sphere.
Distribution rendered by G3D::DirectionHistogram:
Reflect this vector about the (not necessarily unit) normal.
Assumes that both the before and after vectors point away from the base of the normal.
Note that if used for a collision or ray reflection you must negate the resulting vector to get a direction pointing away from the collision.
V' N V
r ^ -, \ | / |/
See also Vector3::reflectionDirection
Vector3 G3D::Vector3::refractionDirection | ( | const Vector3 & | normal, |
float | iInside, | ||
float | iOutside | ||
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Returns the direction of a refracted ray, where iExit is the index of refraction for the previous material and iEnter is the index of refraction for the new material.
Like Vector3::reflectionDirection, the result has length 1 and is pointed away from the intersection.
Returns Vector3::zero() in the case of total internal refraction.
iOutside | The index of refraction (eta) outside (on the positive normal side) of the surface. |
iInside | The index of refraction (eta) inside (on the negative normal side) of the surface. |
See also G3D::Ray::refract.
N V
^ / | / |'- __– V'<–
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void G3D::Vector3::serialize | ( | class BinaryOutput & | b | ) | const |
Format is three float32's.
void G3D::Vector3::serialize | ( | class TextOutput & | t | ) | const |
Format is "(%f, %f, %f)".
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Samples w from a pdf proportional to the spherical cap that lies within the cone about v whose apex half-angle has cosine cosHalfAngle, while restricting w to the hemisphere about n.
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Same as squaredMagnitude.
Referenced by G3D::squareMagnitude().
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Referenced by direction(), fuzzyEq(), fuzzyNe(), isUnit(), and squaredLength().
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Referenced by average().
String G3D::Vector3::toString | ( | ) | const |
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Synonym for direction.
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Referenced by getTangents(), G3D::Matrix4::pitchDegrees(), G3D::PrecomputedRay::PrecomputedRay(), and G3D::Ray::Ray().
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Referenced by G3D::PointShape::getRandomSurfacePoint(), getTangents(), and G3D::Matrix4::yawDegrees().
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Referenced by G3D::Matrix4::rollDegrees().
Vector2 G3D::Vector3::xx | ( | ) | const |
Vector3 G3D::Vector3::xxx | ( | ) | const |
Vector4 G3D::Vector3::xxxx | ( | ) | const |
Vector4 G3D::Vector3::xxxy | ( | ) | const |
Vector4 G3D::Vector3::xxxz | ( | ) | const |
Vector3 G3D::Vector3::xxy | ( | ) | const |
Vector4 G3D::Vector3::xxyx | ( | ) | const |
Vector4 G3D::Vector3::xxyy | ( | ) | const |
Vector4 G3D::Vector3::xxyz | ( | ) | const |
Vector3 G3D::Vector3::xxz | ( | ) | const |
Vector4 G3D::Vector3::xxzx | ( | ) | const |
Vector4 G3D::Vector3::xxzy | ( | ) | const |
Vector4 G3D::Vector3::xxzz | ( | ) | const |
Vector2 G3D::Vector3::xy | ( | ) | const |
Vector3 G3D::Vector3::xyx | ( | ) | const |
Vector4 G3D::Vector3::xyxx | ( | ) | const |
Vector4 G3D::Vector3::xyxy | ( | ) | const |
Vector4 G3D::Vector3::xyxz | ( | ) | const |
Vector3 G3D::Vector3::xyy | ( | ) | const |
Vector4 G3D::Vector3::xyyx | ( | ) | const |
Vector4 G3D::Vector3::xyyy | ( | ) | const |
Vector4 G3D::Vector3::xyyz | ( | ) | const |
Vector3 G3D::Vector3::xyz | ( | ) | const |
Referenced by G3D::PointShape::center().
Vector4 G3D::Vector3::xyzx | ( | ) | const |
Vector4 G3D::Vector3::xyzy | ( | ) | const |
Vector4 G3D::Vector3::xyzz | ( | ) | const |
Vector2 G3D::Vector3::xz | ( | ) | const |
Vector3 G3D::Vector3::xzx | ( | ) | const |
Vector4 G3D::Vector3::xzxx | ( | ) | const |
Vector4 G3D::Vector3::xzxy | ( | ) | const |
Vector4 G3D::Vector3::xzxz | ( | ) | const |
Vector3 G3D::Vector3::xzy | ( | ) | const |
Vector4 G3D::Vector3::xzyx | ( | ) | const |
Vector4 G3D::Vector3::xzyy | ( | ) | const |
Vector4 G3D::Vector3::xzyz | ( | ) | const |
Vector3 G3D::Vector3::xzz | ( | ) | const |
Vector4 G3D::Vector3::xzzx | ( | ) | const |
Vector4 G3D::Vector3::xzzy | ( | ) | const |
Vector4 G3D::Vector3::xzzz | ( | ) | const |
Vector2 G3D::Vector3::yx | ( | ) | const |
Vector3 G3D::Vector3::yxx | ( | ) | const |
Vector4 G3D::Vector3::yxxx | ( | ) | const |
Vector4 G3D::Vector3::yxxy | ( | ) | const |
Vector4 G3D::Vector3::yxxz | ( | ) | const |
Vector3 G3D::Vector3::yxy | ( | ) | const |
Vector4 G3D::Vector3::yxyx | ( | ) | const |
Vector4 G3D::Vector3::yxyy | ( | ) | const |
Vector4 G3D::Vector3::yxyz | ( | ) | const |
Vector3 G3D::Vector3::yxz | ( | ) | const |
Vector4 G3D::Vector3::yxzx | ( | ) | const |
Vector4 G3D::Vector3::yxzy | ( | ) | const |
Vector4 G3D::Vector3::yxzz | ( | ) | const |
Vector2 G3D::Vector3::yy | ( | ) | const |
Vector3 G3D::Vector3::yyx | ( | ) | const |
Vector4 G3D::Vector3::yyxx | ( | ) | const |
Vector4 G3D::Vector3::yyxy | ( | ) | const |
Vector4 G3D::Vector3::yyxz | ( | ) | const |
Vector3 G3D::Vector3::yyy | ( | ) | const |
Vector4 G3D::Vector3::yyyx | ( | ) | const |
Vector4 G3D::Vector3::yyyy | ( | ) | const |
Vector4 G3D::Vector3::yyyz | ( | ) | const |
Vector3 G3D::Vector3::yyz | ( | ) | const |
Vector4 G3D::Vector3::yyzx | ( | ) | const |
Vector4 G3D::Vector3::yyzy | ( | ) | const |
Vector4 G3D::Vector3::yyzz | ( | ) | const |
Vector2 G3D::Vector3::yz | ( | ) | const |
Vector3 G3D::Vector3::yzx | ( | ) | const |
Vector4 G3D::Vector3::yzxx | ( | ) | const |
Vector4 G3D::Vector3::yzxy | ( | ) | const |
Vector4 G3D::Vector3::yzxz | ( | ) | const |
Vector3 G3D::Vector3::yzy | ( | ) | const |
Vector4 G3D::Vector3::yzyx | ( | ) | const |
Vector4 G3D::Vector3::yzyy | ( | ) | const |
Vector4 G3D::Vector3::yzyz | ( | ) | const |
Vector3 G3D::Vector3::yzz | ( | ) | const |
Vector4 G3D::Vector3::yzzx | ( | ) | const |
Vector4 G3D::Vector3::yzzy | ( | ) | const |
Vector4 G3D::Vector3::yzzz | ( | ) | const |
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Referenced by directionOrZero(), G3D::PointKDTree< T, PositionFunc, HashFunc, EqualsFunc >::getIntersectingMembers(), G3D::KDTree< T, BoundsFunc, HashFunc, EqualsFunc >::getIntersectingMembers(), G3D::FogVolumeSurface::getObjectSpaceBoundingSphere(), G3D::ControlPointEditor::ControlPointSurface::getObjectSpaceBoundingSphere(), G3D::PrecomputedRay::PrecomputedRay(), and G3D::Ray::Ray().
Vector2 G3D::Vector3::zx | ( | ) | const |
Vector3 G3D::Vector3::zxx | ( | ) | const |
Vector4 G3D::Vector3::zxxx | ( | ) | const |
Vector4 G3D::Vector3::zxxy | ( | ) | const |
Vector4 G3D::Vector3::zxxz | ( | ) | const |
Vector3 G3D::Vector3::zxy | ( | ) | const |
Vector4 G3D::Vector3::zxyx | ( | ) | const |
Vector4 G3D::Vector3::zxyy | ( | ) | const |
Vector4 G3D::Vector3::zxyz | ( | ) | const |
Vector3 G3D::Vector3::zxz | ( | ) | const |
Vector4 G3D::Vector3::zxzx | ( | ) | const |
Vector4 G3D::Vector3::zxzy | ( | ) | const |
Vector4 G3D::Vector3::zxzz | ( | ) | const |
Vector2 G3D::Vector3::zy | ( | ) | const |
Vector3 G3D::Vector3::zyx | ( | ) | const |
Vector4 G3D::Vector3::zyxx | ( | ) | const |
Vector4 G3D::Vector3::zyxy | ( | ) | const |
Vector4 G3D::Vector3::zyxz | ( | ) | const |
Vector3 G3D::Vector3::zyy | ( | ) | const |
Vector4 G3D::Vector3::zyyx | ( | ) | const |
Vector4 G3D::Vector3::zyyy | ( | ) | const |
Vector4 G3D::Vector3::zyyz | ( | ) | const |
Vector3 G3D::Vector3::zyz | ( | ) | const |
Vector4 G3D::Vector3::zyzx | ( | ) | const |
Vector4 G3D::Vector3::zyzy | ( | ) | const |
Vector4 G3D::Vector3::zyzz | ( | ) | const |
Vector2 G3D::Vector3::zz | ( | ) | const |
Vector3 G3D::Vector3::zzx | ( | ) | const |
Vector4 G3D::Vector3::zzxx | ( | ) | const |
Vector4 G3D::Vector3::zzxy | ( | ) | const |
Vector4 G3D::Vector3::zzxz | ( | ) | const |
Vector3 G3D::Vector3::zzy | ( | ) | const |
Vector4 G3D::Vector3::zzyx | ( | ) | const |
Vector4 G3D::Vector3::zzyy | ( | ) | const |
Vector4 G3D::Vector3::zzyz | ( | ) | const |
Vector3 G3D::Vector3::zzz | ( | ) | const |
Vector4 G3D::Vector3::zzzx | ( | ) | const |
Vector4 G3D::Vector3::zzzy | ( | ) | const |
Vector4 G3D::Vector3::zzzz | ( | ) | const |
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For use with default output arguments.
The value is always undefined.
float G3D::Vector3::x |
Referenced by G3D::abs(), G3D::all(), G3D::any(), clamp(), cross(), direction(), dot(), fastDirection(), floor(), G3D::Matrix3::fromDiagonal(), G3D::CoordinateFrame::getHeading(), getTangents(), G3D::Ray::invDirection(), isFinite(), isZero(), magnitude(), max(), min(), nonZero(), operator!=(), operator*(), operator*=(), operator+(), G3D::RayGridIterator::operator++(), operator+=(), operator-(), operator-=(), operator/(), operator/=(), operator=(), operator==(), pow(), round(), G3D::Matrix4::scale(), G3D::sign(), squaredMagnitude(), sum(), G3D::FastPointHashGrid< Value, PosFunc >::toCell(), unitCross(), and G3D::Vector4::Vector4().
float G3D::Vector3::y |
Referenced by G3D::abs(), G3D::all(), G3D::any(), clamp(), cross(), direction(), dot(), fastDirection(), floor(), G3D::Matrix3::fromDiagonal(), G3D::Ray::invDirection(), isFinite(), isZero(), magnitude(), max(), min(), nonZero(), operator!=(), operator*(), operator*=(), operator+(), G3D::RayGridIterator::operator++(), operator+=(), operator-(), operator-=(), operator/(), operator/=(), operator=(), operator==(), pow(), round(), G3D::Matrix4::scale(), G3D::sign(), squaredMagnitude(), sum(), G3D::FastPointHashGrid< Value, PosFunc >::toCell(), unitCross(), and G3D::Vector4::Vector4().
float G3D::Vector3::z |
Referenced by G3D::abs(), G3D::all(), G3D::any(), clamp(), cross(), direction(), dot(), fastDirection(), floor(), G3D::Matrix3::fromDiagonal(), G3D::CoordinateFrame::getHeading(), G3D::Ray::invDirection(), isFinite(), isZero(), magnitude(), max(), min(), nonZero(), operator!=(), operator*(), operator*=(), operator+(), G3D::RayGridIterator::operator++(), operator+=(), operator-(), operator-=(), operator/(), operator/=(), operator=(), operator==(), pow(), round(), G3D::Matrix4::scale(), G3D::sign(), squaredMagnitude(), sum(), G3D::FastPointHashGrid< Value, PosFunc >::toCell(), unitCross(), and G3D::Vector4::Vector4().