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Skyline Lua API
Version 1.0 RC1
Lua Script Reference for Skyline Game Engine.
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This is the complete list of members for vector3, including all inherited members.
| absDotProduct(float vec1_X, float vec1_Y, float vec1_Z, float vec2_X, float vec2_Y, float vec2_Z) | vector3 | |
| angle(float vec1_X, float vec1_Y, float vec1_Z, float vec2_X, float vec2_Y, float vec2_Z) | vector3 | |
| crossProduct(float vec1_X, float vec1_Y, float vec1_Z, float vec2_X, float vec2_Y, float vec2_Z) | vector3 | |
| directionEquals(float vec1_X, float vec1_Y, float vec1_Z, float vec2_X, float vec2_Y, float vec2_Z, float tolerance) | vector3 | |
| distance(float vec1_X, float vec1_Y, float vec1_Z, float vec2_X, float vec2_Y, float vec2_Z) | vector3 | |
| dotProduct(float vec1_X, float vec1_Y, float vec1_Z, float vec2_X, float vec2_Y, float vec2_Z) | vector3 | |
| getRotationTo(float vec1_X, float vec1_Y, float vec1_Z, float vec2_X, float vec2_Y, float vec2_Z, float fallbackVec_X, float fallbackVec_Y, float fallbackVec_Z) | vector3 | |
| isNAN(float vec1_X, float vec1_Y, float vec1_Z) | vector3 | |
| isZeroLength(float vec1_X, float vec1_Y, float vec1_Z) | vector3 | |
| length(float vec1_X, float vec1_Y, float vec1_Z) | vector3 | |
| midPoint(float vec1_X, float vec1_Y, float vec1_Z, float vec2_X, float vec2_Y, float vec2_Z) | vector3 | |
| normalise(float vec1_X, float vec1_Y, float vec1_Z) | vector3 | |
| normalisedCopy(float vec1_X, float vec1_Y, float vec1_Z) | vector3 | |
| perpendicular(float vec1_X, float vec1_Y, float vec1_Z) | vector3 | |
| positionCloses(float vec1_X, float vec1_Y, float vec1_Z, float vec2_X, float vec2_Y, float vec2_Z, float tolerance) | vector3 | |
| positionEquals(float vec1_X, float vec1_Y, float vec1_Z, float vec2_X, float vec2_Y, float vec2_Z, float tolerance) | vector3 | |
| primaryAxis(float vec1_X, float vec1_Y, float vec1_Z) | vector3 | |
| randomDeviant(float vec1_X, float vec1_Y, float vec1_Z, float randomAngle, float vec2_X, float vec2_Y, float vec2_Z) | vector3 | |
| reflect(float vec1_X, float vec1_Y, float vec1_Z, float vec2_X, float vec2_Y, float vec2_Z) | vector3 | |
| squaredDistance(float vec1_X, float vec1_Y, float vec1_Z, float vec2_X, float vec2_Y, float vec2_Z) | vector3 | |
| squaredLength(float vec1_X, float vec1_Y, float vec1_Z) | vector3 |