Nebula
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This is the complete list of members for Mathf.Vector4, including all inherited members.
Add(Vector4 value1, Vector4 value2) | Mathf.Vector4 | inlinestatic |
Add(ref Vector4 value1, ref Vector4 value2, out Vector4 result) | Mathf.Vector4 | inlinestatic |
Barycentric(Vector4 value1, Vector4 value2, Vector4 value3, float amount1, float amount2) | Mathf.Vector4 | inlinestatic |
Barycentric(ref Vector4 value1, ref Vector4 value2, ref Vector4 value3, float amount1, float amount2, out Vector4 result) | Mathf.Vector4 | inlinestatic |
CatmullRom(Vector4 value1, Vector4 value2, Vector4 value3, Vector4 value4, float amount) | Mathf.Vector4 | inlinestatic |
CatmullRom(ref Vector4 value1, ref Vector4 value2, ref Vector4 value3, ref Vector4 value4, float amount, out Vector4 result) | Mathf.Vector4 | inlinestatic |
Ceiling() | Mathf.Vector4 | inline |
Ceiling(Vector4 value) | Mathf.Vector4 | inlinestatic |
Ceiling(ref Vector4 value, out Vector4 result) | Mathf.Vector4 | inlinestatic |
Clamp(Vector4 value1, Vector4 min, Vector4 max) | Mathf.Vector4 | inlinestatic |
Clamp(ref Vector4 value1, ref Vector4 min, ref Vector4 max, out Vector4 result) | Mathf.Vector4 | inlinestatic |
DebugDisplayString | Mathf.Vector4 | package |
Deconstruct(out float x, out float y, out float z, out float w) | Mathf.Vector4 | inline |
Distance(Vector4 value1, Vector4 value2) | Mathf.Vector4 | inlinestatic |
Distance(ref Vector4 value1, ref Vector4 value2, out float result) | Mathf.Vector4 | inlinestatic |
DistanceSquared(Vector4 value1, Vector4 value2) | Mathf.Vector4 | inlinestatic |
DistanceSquared(ref Vector4 value1, ref Vector4 value2, out float result) | Mathf.Vector4 | inlinestatic |
Divide(Vector4 value1, Vector4 value2) | Mathf.Vector4 | inlinestatic |
Divide(Vector4 value1, float divider) | Mathf.Vector4 | inlinestatic |
Divide(ref Vector4 value1, float divider, out Vector4 result) | Mathf.Vector4 | inlinestatic |
Divide(ref Vector4 value1, ref Vector4 value2, out Vector4 result) | Mathf.Vector4 | inlinestatic |
Dot(Vector4 value1, Vector4 value2) | Mathf.Vector4 | inlinestatic |
Dot(ref Vector4 value1, ref Vector4 value2, out float result) | Mathf.Vector4 | inlinestatic |
Equals(object obj) | Mathf.Vector4 | inline |
Equals(Vector4 other) | Mathf.Vector4 | inline |
Floor() | Mathf.Vector4 | inline |
Floor(Vector4 value) | Mathf.Vector4 | inlinestatic |
Floor(ref Vector4 value, out Vector4 result) | Mathf.Vector4 | inlinestatic |
GetHashCode() | Mathf.Vector4 | inline |
Hermite(Vector4 value1, Vector4 tangent1, Vector4 value2, Vector4 tangent2, float amount) | Mathf.Vector4 | inlinestatic |
Hermite(ref Vector4 value1, ref Vector4 tangent1, ref Vector4 value2, ref Vector4 tangent2, float amount, out Vector4 result) | Mathf.Vector4 | inlinestatic |
Length() | Mathf.Vector4 | inline |
LengthSquared() | Mathf.Vector4 | inline |
Lerp(Vector4 value1, Vector4 value2, float amount) | Mathf.Vector4 | inlinestatic |
Lerp(ref Vector4 value1, ref Vector4 value2, float amount, out Vector4 result) | Mathf.Vector4 | inlinestatic |
LerpPrecise(Vector4 value1, Vector4 value2, float amount) | Mathf.Vector4 | inlinestatic |
LerpPrecise(ref Vector4 value1, ref Vector4 value2, float amount, out Vector4 result) | Mathf.Vector4 | inlinestatic |
Max(Vector4 value1, Vector4 value2) | Mathf.Vector4 | inlinestatic |
Max(ref Vector4 value1, ref Vector4 value2, out Vector4 result) | Mathf.Vector4 | inlinestatic |
Min(Vector4 value1, Vector4 value2) | Mathf.Vector4 | inlinestatic |
Min(ref Vector4 value1, ref Vector4 value2, out Vector4 result) | Mathf.Vector4 | inlinestatic |
Multiply(Vector4 value1, Vector4 value2) | Mathf.Vector4 | inlinestatic |
Multiply(Vector4 value1, float scaleFactor) | Mathf.Vector4 | inlinestatic |
Multiply(ref Vector4 value1, float scaleFactor, out Vector4 result) | Mathf.Vector4 | inlinestatic |
Multiply(ref Vector4 value1, ref Vector4 value2, out Vector4 result) | Mathf.Vector4 | inlinestatic |
Negate(Vector4 value) | Mathf.Vector4 | inlinestatic |
Negate(ref Vector4 value, out Vector4 result) | Mathf.Vector4 | inlinestatic |
Normalize() | Mathf.Vector4 | inline |
Normalize(Vector4 value) | Mathf.Vector4 | inlinestatic |
Normalize(ref Vector4 value, out Vector4 result) | Mathf.Vector4 | inlinestatic |
One | Mathf.Vector4 | static |
one | Mathf.Vector4 | privatestatic |
operator!=(Vector4 value1, Vector4 value2) | Mathf.Vector4 | inlinestatic |
operator*(Vector4 value1, Vector4 value2) | Mathf.Vector4 | inlinestatic |
operator*(Vector4 value, float scaleFactor) | Mathf.Vector4 | inlinestatic |
operator*(float scaleFactor, Vector4 value) | Mathf.Vector4 | inlinestatic |
operator+(Vector4 value1, Vector4 value2) | Mathf.Vector4 | inlinestatic |
operator-(Vector4 value) | Mathf.Vector4 | inlinestatic |
operator-(Vector4 value1, Vector4 value2) | Mathf.Vector4 | inlinestatic |
operator/(Vector4 value1, Vector4 value2) | Mathf.Vector4 | inlinestatic |
operator/(Vector4 value1, float divider) | Mathf.Vector4 | inlinestatic |
operator==(Vector4 value1, Vector4 value2) | Mathf.Vector4 | inlinestatic |
Round() | Mathf.Vector4 | inline |
Round(Vector4 value) | Mathf.Vector4 | inlinestatic |
Round(ref Vector4 value, out Vector4 result) | Mathf.Vector4 | inlinestatic |
SmoothStep(Vector4 value1, Vector4 value2, float amount) | Mathf.Vector4 | inlinestatic |
SmoothStep(ref Vector4 value1, ref Vector4 value2, float amount, out Vector4 result) | Mathf.Vector4 | inlinestatic |
Subtract(Vector4 value1, Vector4 value2) | Mathf.Vector4 | inlinestatic |
Subtract(ref Vector4 value1, ref Vector4 value2, out Vector4 result) | Mathf.Vector4 | inlinestatic |
ToString() | Mathf.Vector4 | inline |
Transform(Vector2 value, Matrix matrix) | Mathf.Vector4 | inlinestatic |
Transform(Vector2 value, Quaternion rotation) | Mathf.Vector4 | inlinestatic |
Transform(Vector3 value, Matrix matrix) | Mathf.Vector4 | inlinestatic |
Transform(Vector3 value, Quaternion rotation) | Mathf.Vector4 | inlinestatic |
Transform(Vector4 value, Matrix matrix) | Mathf.Vector4 | inlinestatic |
Transform(Vector4 value, Quaternion rotation) | Mathf.Vector4 | inlinestatic |
Transform(ref Vector2 value, ref Matrix matrix, out Vector4 result) | Mathf.Vector4 | inlinestatic |
Transform(ref Vector2 value, ref Quaternion rotation, out Vector4 result) | Mathf.Vector4 | inlinestatic |
Transform(ref Vector3 value, ref Matrix matrix, out Vector4 result) | Mathf.Vector4 | inlinestatic |
Transform(ref Vector3 value, ref Quaternion rotation, out Vector4 result) | Mathf.Vector4 | inlinestatic |
Transform(ref Vector4 value, ref Matrix matrix, out Vector4 result) | Mathf.Vector4 | inlinestatic |
Transform(ref Vector4 value, ref Quaternion rotation, out Vector4 result) | Mathf.Vector4 | inlinestatic |
Transform(Vector4[] sourceArray, int sourceIndex, ref Matrix matrix, Vector4[] destinationArray, int destinationIndex, int length) | Mathf.Vector4 | inlinestatic |
Transform(Vector4[] sourceArray, int sourceIndex, ref Quaternion rotation, Vector4[] destinationArray, int destinationIndex, int length) | Mathf.Vector4 | inlinestatic |
Transform(Vector4[] sourceArray, ref Matrix matrix, Vector4[] destinationArray) | Mathf.Vector4 | inlinestatic |
Transform(Vector4[] sourceArray, ref Quaternion rotation, Vector4[] destinationArray) | Mathf.Vector4 | inlinestatic |
UnitW | Mathf.Vector4 | static |
unitW | Mathf.Vector4 | privatestatic |
UnitX | Mathf.Vector4 | static |
unitX | Mathf.Vector4 | privatestatic |
UnitY | Mathf.Vector4 | static |
unitY | Mathf.Vector4 | privatestatic |
UnitZ | Mathf.Vector4 | static |
unitZ | Mathf.Vector4 | privatestatic |
Vector4(float x, float y, float z, float w) | Mathf.Vector4 | inline |
Vector4(Vector2 value, float z, float w) | Mathf.Vector4 | inline |
Vector4(Vector3 value, float w) | Mathf.Vector4 | inline |
Vector4(float value) | Mathf.Vector4 | inline |
W | Mathf.Vector4 | |
X | Mathf.Vector4 | |
Y | Mathf.Vector4 | |
Z | Mathf.Vector4 | |
Zero | Mathf.Vector4 | static |
zero | Mathf.Vector4 | privatestatic |