Vector3d
ReferencesConstructors
Properties
Indexers
Methods
(Provided for languages that do not support operator overloading. You can use the + operator otherwise)
Component evaluation priority is first X, then Y, then Z.
0: if this is identical to other
-1: if this.X < other.X
-1: if this.X == other.X and this.Y < other.Y
-1: if this.X == other.X and this.Y == other.Y and this.Z < other.Z
+1: otherwise.
This operation is not commutative.
has Length == a.Length * b.Length * sin(theta) where theta is the angle between a and b.
The resulting vector is oriented according to the right hand rule.
(Provided for languages that do not support operator overloading. You can use the / operator otherwise)
Equals
#GetHashCode
#+1 = both vectors are parallel.
0 = vectors are not parallel or at least one of the vectors is zero.
-1 = vectors are anti-parallel.
+1 = both vectors are parallel
0 = vectors are not parallel, or at least one of the vectors is zero
-1 = vectors are anti-parallel.
(Provided for languages that do not support operator overloading. You can use the * operator otherwise)
This value equals v1.Length * v2.Length * cos(alpha), where alpha is the angle between vectors.
(Provided for languages that do not support operator overloading. You can use the * operator otherwise)
(Provided for languages that do not support operator overloading. You can use the * operator otherwise)
(Provided for languages that do not support operator overloading. You can use the - unary operator otherwise)
If this vector is Invalid, no changes will occur and false will be returned.
(Provided for languages that do not support operator overloading. You can use the - operator otherwise)
ToString
#Nothing in Visual Basic) to use the default format defined for the type of the IFormattable implementation.Nothing in Visual Basic) to obtain the numeric format information from the current locale setting of the operating system.The transformation matrix acts on the left of the vector; i.e.,
result = transformation*vector
An invalid or zero length vector cannot be unitized.
This operation is commutative.
Operators
| Operation | Result | Description | ||
|---|---|---|---|---|
| Vector3d | + | Vector3d | Vector3d | Sums up two vectors. |
| Vector3d | / | double | Vector3d | Divides a Vector3d by a number, having the effect of shrinking it. |
| Vector3d | == | Vector3d | bool | Determines whether two vectors have the same value. |
| Vector3d | > | Vector3d | bool | Determines whether the first specified vector comes after (has superior sorting value than) the second vector. Components evaluation priority is first X, then Y, then Z. |
| Vector3d | >= | Vector3d | bool | Determines whether the first specified vector comes after (has superior sorting value than) the second vector, or it is equal to it. Components evaluation priority is first X, then Y, then Z. |
| Vector3d | != | Vector3d | bool | Determines whether two vectors have different values. |
| Vector3d | < | Vector3d | bool | Determines whether the first specified vector comes before (has inferior sorting value than) the second vector. Components evaluation priority is first X, then Y, then Z. |
| Vector3d | <= | Vector3d | bool | Determines whether the first specified vector comes before (has inferior sorting value than) the second vector, or it is equal to it. Components evaluation priority is first X, then Y, then Z. |
| Vector3d | * | Vector3d | double | Multiplies two vectors together, returning the dot product (or inner product). This differs from the cross product. |
| double | * | Vector3d | Vector3d | Multiplies a vector by a number, having the effect of scaling it. |
| Vector3d | * | double | Vector3d | Multiplies a vector by a number, having the effect of scaling it. |
| Vector3d | - | Vector3d | Vector3d | Subtracts the second vector from the first one. |
| - | Vector3d | Vector3d | Computes the opposite vector. | |