Skyline Lua API  Version 1.0 RC1
Lua Script Reference for Skyline Game Engine.
vector3 Member List

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