59 float dotProduct(
float vec1_X,
float vec1_Y,
float vec1_Z,
float vec2_X,
float vec2_Y,
float vec2_Z );
77 float absDotProduct(
float vec1_X,
float vec1_Y,
float vec1_Z,
float vec2_X,
float vec2_Y,
float vec2_Z );
95 float angle(
float vec1_X,
float vec1_Y,
float vec1_Z,
float vec2_X,
float vec2_Y,
float vec2_Z );
118 float3
crossProduct(
float vec1_X,
float vec1_Y,
float vec1_Z,
float vec2_X,
float vec2_Y,
float vec2_Z );
138 int directionEquals(
float vec1_X,
float vec1_Y,
float vec1_Z,
float vec2_X,
float vec2_Y,
float vec2_Z,
float tolerance );
155 float distance(
float vec1_X,
float vec1_Y,
float vec1_Z,
float vec2_X,
float vec2_Y,
float vec2_Z );
177 float4
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 );
192 float3
midPoint(
float vec1_X,
float vec1_Y,
float vec1_Z,
float vec2_X,
float vec2_Y,
float vec2_Z );
208 float normalise(
float vec1_X,
float vec1_Y,
float vec1_Z );
219 float3
normalisedCopy(
float vec1_X,
float vec1_Y,
float vec1_Z );
233 float length(
float vec1_X,
float vec1_Y,
float vec1_Z );
244 int isNAN(
float vec1_X,
float vec1_Y,
float vec1_Z );
255 int isZeroLength(
float vec1_X,
float vec1_Y,
float vec1_Z );
269 float3
perpendicular(
float vec1_X,
float vec1_Y,
float vec1_Z );
286 int positionCloses(
float vec1_X,
float vec1_Y,
float vec1_Z,
float vec2_X,
float vec2_Y,
float vec2_Z,
float tolerance );
303 int positionEquals(
float vec1_X,
float vec1_Y,
float vec1_Z,
float vec2_X,
float vec2_Y,
float vec2_Z,
float tolerance );
314 float3
primaryAxis(
float vec1_X,
float vec1_Y,
float vec1_Z );
336 float3
randomDeviant(
float vec1_X,
float vec1_Y,
float vec1_Z,
float randomAngle,
float vec2_X,
float vec2_Y,
float vec2_Z );
353 float3
reflect(
float vec1_X,
float vec1_Y,
float vec1_Z,
float vec2_X,
float vec2_Y,
float vec2_Z );
373 float squaredDistance(
float vec1_X,
float vec1_Y,
float vec1_Z,
float vec2_X,
float vec2_Y,
float vec2_Z );
389 float squaredLength(
float vec1_X,
float vec1_Y,
float vec1_Z );
int positionEquals(float vec1_X, float vec1_Y, float vec1_Z, float vec2_X, float vec2_Y, float vec2_Z, float tolerance)
Returns whether this vector is within a positional tolerance of another vector.
float3 randomDeviant(float vec1_X, float vec1_Y, float vec1_Z, float randomAngle, float vec2_X, float vec2_Y, float vec2_Z)
Generates a new random vector which deviates from this vector by a given angle in a random direction...
float dotProduct(float vec1_X, float vec1_Y, float vec1_Z, float vec2_X, float vec2_Y, float vec2_Z)
Calculates the dot (scalar) product of this vector with another.
float3 perpendicular(float vec1_X, float vec1_Y, float vec1_Z)
Generates a vector perpendicular to this vector (eg an 'up' vector).
float absDotProduct(float vec1_X, float vec1_Y, float vec1_Z, float vec2_X, float vec2_Y, float vec2_Z)
Calculates the absolute dot (scalar) product of this vector with another.
float3 reflect(float vec1_X, float vec1_Y, float vec1_Z, float vec2_X, float vec2_Y, float vec2_Z)
Calculates a reflection vector to the plane with the given normal .
float3 primaryAxis(float vec1_X, float vec1_Y, float vec1_Z)
Extract the primary (dominant) axis from this direction vector.
int directionEquals(float vec1_X, float vec1_Y, float vec1_Z, float vec2_X, float vec2_Y, float vec2_Z, float tolerance)
Returns whether this vector is within a directional tolerance of another vector.
float4 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)
Gets the shortest arc quaternion to rotate this vector to the destination vector. ...
int positionCloses(float vec1_X, float vec1_Y, float vec1_Z, float vec2_X, float vec2_Y, float vec2_Z, float tolerance)
Returns whether this vector is within a positional tolerance of another vector, also take scale of th...
float angle(float vec1_X, float vec1_Y, float vec1_Z, float vec2_X, float vec2_Y, float vec2_Z)
Gets the angle between 2 vectors.
int isZeroLength(float vec1_X, float vec1_Y, float vec1_Z)
Returns true if this vector is zero length.
float3 crossProduct(float vec1_X, float vec1_Y, float vec1_Z, float vec2_X, float vec2_Y, float vec2_Z)
Calculates the cross-product of 2 vectors, i.e. vector that lies perpendicular to them both...
float normalise(float vec1_X, float vec1_Y, float vec1_Z)
Normalises the vector.
float squaredDistance(float vec1_X, float vec1_Y, float vec1_Z, float vec2_X, float vec2_Y, float vec2_Z)
Returns the square of the distance to another vector.
float length(float vec1_X, float vec1_Y, float vec1_Z)
Returns the length (magnitude) of the vector.
float distance(float vec1_X, float vec1_Y, float vec1_Z, float vec2_X, float vec2_Y, float vec2_Z)
Returns the distance to another vector.
int isNAN(float vec1_X, float vec1_Y, float vec1_Z)
Check whether this vector contains valid values.
Definition: LUA_API_Vector3.h:37
float squaredLength(float vec1_X, float vec1_Y, float vec1_Z)
Returns the square of the length(magnitude) of the vector.
float3 normalisedCopy(float vec1_X, float vec1_Y, float vec1_Z)
As normalise, except that this vector is unaffected and the normalised vector is returned as a copy...
float3 midPoint(float vec1_X, float vec1_Y, float vec1_Z, float vec2_X, float vec2_Y, float vec2_Z)
Returns a vector at a point half way between this and the passed in vector.