proc vec3*(): Vector3 {.inline
.}
-
Source
Edit
proc vec3*(x, y, z: float32): Vector3 {.inline
.}
-
Source
Edit
proc `$`*(self: Vector3): string {.inline
.}
-
Source
Edit
proc `+`*(a, b: Vector3): Vector3 {.inline
.}
-
Source
Edit
proc `+=`*(a: var Vector3; b: Vector3) {.inline
.}
-
Source
Edit
proc `-`*(a, b: Vector3): Vector3 {.inline
.}
-
Source
Edit
proc `-=`*(a: var Vector3; b: Vector3) {.inline
.}
-
Source
Edit
proc `*`*(a, b: Vector3): Vector3 {.inline
.}
-
Source
Edit
proc `*=`*(a: var Vector3; b: Vector3) {.inline
.}
-
Source
Edit
proc `*`*(a: Vector3; b: float32): Vector3 {.inline
.}
-
Source
Edit
proc `*`*(b: float32; a: Vector3): Vector3 {.inline
.}
-
Source
Edit
proc `*=`*(a: var Vector3; b: float32) {.inline
.}
-
Source
Edit
proc `/`*(a, b: Vector3): Vector3
-
Source
Edit
proc `/=`*(a: var Vector3; b: Vector3) {.inline
.}
-
Source
Edit
proc `/`*(a: Vector3; b: float32): Vector3
-
Source
Edit
proc `/=`*(a: var Vector3; b: float32) {.inline
.}
-
Source
Edit
proc `==`*(a, b: Vector3): bool {.inline
.}
-
Source
Edit
proc `<`*(a, b: Vector3): bool
-
Source
Edit
proc `-`*(self: Vector3): Vector3
-
Source
Edit
proc `[]`*(self: Vector3; idx: range[0 .. 2]): float32 {.inline
.}
-
Source
Edit
proc `[]`*(self: var Vector3; idx: range[0 .. 2]): var float32 {.inline
.}
-
Source
Edit
proc `[]=`*(self: var Vector3; idx: range[0 .. 2]; val: float32) {.inline
.}
-
Source
Edit
proc minAxis*(self: Vector3): int {.inline
.}
-
Source
Edit
proc maxAxis*(self: Vector3): int {.inline
.}
-
Source
Edit
proc length*(self: Vector3): float32 {.inline
.}
-
Source
Edit
proc lengthSquared*(self: Vector3): float32 {.inline
.}
-
Source
Edit
proc normalize*(self: var Vector3) {.inline
.}
-
Source
Edit
proc normalized*(self: Vector3): Vector3 {.inline
.}
-
Source
Edit
proc isNormalized*(self: Vector3): bool {.inline
.}
-
Source
Edit
proc zero*(self: var Vector3) {.inline
.}
-
Source
Edit
proc inverse*(self: Vector3): Vector3 {.inline
.}
-
Source
Edit
proc cross*(self, other: Vector3): Vector3 {.inline
.}
-
Source
Edit
proc dot*(self, other: Vector3): float32 {.inline
.}
-
Source
Edit
proc abs*(self: Vector3): Vector3 {.inline
.}
-
Source
Edit
proc sign*(self: Vector3): Vector3 {.inline
.}
-
Source
Edit
proc floor*(self: Vector3): Vector3 {.inline
.}
-
Source
Edit
proc ceil*(self: Vector3): Vector3 {.inline
.}
-
Source
Edit
proc lerp*(self: Vector3; other: Vector3; t: float32): Vector3 {.inline
.}
-
Source
Edit
proc distanceTo*(self, other: Vector3): float32 {.inline
.}
-
Source
Edit
proc distanceSquaredTo*(self, other: Vector3): float32 {.inline
.}
-
Source
Edit
proc angleTo*(self, other: Vector3): float32 {.inline
.}
-
Source
Edit
proc slide*(self, n: Vector3): Vector3 {.inline
.}
-
Source
Edit
proc reflect*(self, n: Vector3): Vector3 {.inline
.}
-
Source
Edit
proc bounce*(self, n: Vector3): Vector3 {.inline
.}
-
Source
Edit
proc snap*(self: var Vector3; other: Vector3)
-
Source
Edit
proc snapped*(self: Vector3; other: Vector3): Vector3
-
Source
Edit
proc cubicInterpolate*(self, b, preA, postB: Vector3; t: float32): Vector3
-
Source
Edit