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gameplay::Vector3 Member List
This is the complete list of members for gameplay::Vector3, including all inherited members.

add(const Vector3 &v) | gameplay::Vector3 |
add(const Vector3 &v1, const Vector3 &v2, Vector3 *dst) | gameplay::Vector3 | `[static]`
angle(const Vector3 &v1, const Vector3 &v2) | gameplay::Vector3 | `[static]`
clamp(const Vector3 &min, const Vector3 &max) | gameplay::Vector3 |
clamp(const Vector3 &v, const Vector3 &min, const Vector3 &max, Vector3 *dst) | gameplay::Vector3 | `[static]`
cross(const Vector3 &v) | gameplay::Vector3 |
cross(const Vector3 &v1, const Vector3 &v2, Vector3 *dst) | gameplay::Vector3 | `[static]`
distance(const Vector3 &v) const | gameplay::Vector3 |
distanceSquared(const Vector3 &v) const | gameplay::Vector3 |
dot(const Vector3 &v) const | gameplay::Vector3 |
dot(const Vector3 &v1, const Vector3 &v2) | gameplay::Vector3 | `[static]`
fromColor(unsigned int color) | gameplay::Vector3 | `[static]`
isOne() const | gameplay::Vector3 |
isZero() const | gameplay::Vector3 |
length() const | gameplay::Vector3 |
lengthSquared() const | gameplay::Vector3 |
negate() | gameplay::Vector3 |
normalize() | gameplay::Vector3 |
normalize(Vector3 *dst) const | gameplay::Vector3 |
one() | gameplay::Vector3 | `[static]`
operator!=(const Vector3 &v) const | gameplay::Vector3 | `[inline]`
operator*(float x) const | gameplay::Vector3 | `[inline]`
operator*=(float x) | gameplay::Vector3 | `[inline]`
operator+(const Vector3 &v) const | gameplay::Vector3 | `[inline]`
operator+=(const Vector3 &v) | gameplay::Vector3 | `[inline]`
operator-(const Vector3 &v) const | gameplay::Vector3 | `[inline]`
operator-() const | gameplay::Vector3 | `[inline]`
operator-=(const Vector3 &v) | gameplay::Vector3 | `[inline]`
operator/(float x) const | gameplay::Vector3 | `[inline]`
operator<(const Vector3 &v) const | gameplay::Vector3 | `[inline]`
operator==(const Vector3 &v) const | gameplay::Vector3 | `[inline]`
scale(float scalar) | gameplay::Vector3 |
set(float x, float y, float z) | gameplay::Vector3 |
set(const float *array) | gameplay::Vector3 |
set(const Vector3 &v) | gameplay::Vector3 |
set(const Vector3 &p1, const Vector3 &p2) | gameplay::Vector3 |
smooth(const Vector3 &target, float elapsedTime, float responseTime) | gameplay::Vector3 |
subtract(const Vector3 &v) | gameplay::Vector3 |
subtract(const Vector3 &v1, const Vector3 &v2, Vector3 *dst) | gameplay::Vector3 | `[static]`
unitX() | gameplay::Vector3 | `[static]`
unitY() | gameplay::Vector3 | `[static]`
unitZ() | gameplay::Vector3 | `[static]`
Vector3() | gameplay::Vector3 |
Vector3(float x, float y, float z) | gameplay::Vector3 |
Vector3(const float *array) | gameplay::Vector3 |
Vector3(const Vector3 &p1, const Vector3 &p2) | gameplay::Vector3 |
Vector3(const Vector3 &copy) | gameplay::Vector3 |
x | gameplay::Vector3 |
y | gameplay::Vector3 |
z | gameplay::Vector3 |
zero() | gameplay::Vector3 | `[static]`
~Vector3() | gameplay::Vector3 |

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