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