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   <div id="projectname">MinGfx Toolkit
   &#160;<span id="projectnumber">1.0</span>
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  <ul>
<li class="navelem"><a class="el" href="namespacemingfx.html">mingfx</a></li><li class="navelem"><a class="el" href="classmingfx_1_1_vector3.html">Vector3</a></li>  </ul>
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<div class="header">
  <div class="summary">
<a href="#pub-methods">Public Member Functions</a> &#124;
<a href="#pub-static-methods">Static Public Member Functions</a> &#124;
<a href="classmingfx_1_1_vector3-members.html">List of all members</a>  </div>
  <div class="headertitle">
<div class="title">mingfx::Vector3 Class Reference</div>  </div>
</div><!--header-->
<div class="contents">
<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p>A 3D Vector with floating point coordinates, used for storing normals and all sorts of other 3D graphics operations. </p>
<p>Vector3s can be transformed by a <a class="el" href="classmingfx_1_1_matrix4.html" title="A 4x4 transformation matrix stored internally as an array of floats in column-major order so as to be...">Matrix4</a>, and a <a class="el" href="classmingfx_1_1_vector3.html" title="A 3D Vector with floating point coordinates, used for storing normals and all sorts of other 3D graph...">Vector3</a> can be created by subtracting two Point3s. Example: </p><div class="fragment"><div class="line"><span class="comment">// subtracting two points creates a vector</span></div>
<div class="line">Point3 a(0,0,0);</div>
<div class="line">Point3 b(2,0,0);</div>
<div class="line"><a class="code" href="classmingfx_1_1_vector3.html#a7f57af8bbecbc793fa17def4521de4dd">Vector3</a> c = b - a;</div>
<div class="line"> </div>
<div class="line"><span class="comment">// vectors can be transformed by Matrix4s</span></div>
<div class="line"><a class="code" href="classmingfx_1_1_vector3.html#a7f57af8bbecbc793fa17def4521de4dd">Vector3</a> dir = c.ToUnit();</div>
<div class="line">Matrix4 M = Matrix4::RotateX(<a class="code" href="classmingfx_1_1_gfx_math.html#a39a2b5973249fb3aefc210b18b0fdff3">GfxMath::ToDegrees</a>(30.0));</div>
<div class="line"><a class="code" href="classmingfx_1_1_vector3.html#a7f57af8bbecbc793fa17def4521de4dd">Vector3</a> dir_transformed = M * dir;</div>
<div class="line"> </div>
<div class="line"><span class="comment">// vectors can be added and subtracted</span></div>
<div class="line"><a class="code" href="classmingfx_1_1_vector3.html#a7f57af8bbecbc793fa17def4521de4dd">Vector3</a> d(1,0,0);</div>
<div class="line"><a class="code" href="classmingfx_1_1_vector3.html#a7f57af8bbecbc793fa17def4521de4dd">Vector3</a> e = c + d;</div>
<div class="line"> </div>
<div class="line"><span class="comment">// and we can do the usual dot products and cross products too</span></div>
<div class="line"><span class="keywordtype">float</span> f = d.Dot(e);</div>
<div class="line"><a class="code" href="classmingfx_1_1_vector3.html#a7f57af8bbecbc793fa17def4521de4dd">Vector3</a> g = b.Cross(d);</div>
<div class="line"> </div>
<div class="line"><span class="comment">// you can access the individual components of the vector in two ways:</span></div>
<div class="line"><a class="code" href="classmingfx_1_1_vector3.html#a7f57af8bbecbc793fa17def4521de4dd">Vector3</a> v(1,2,3);</div>
<div class="line"><span class="keywordtype">float</span> option1 = v.x();</div>
<div class="line"><span class="keywordtype">float</span> option2 = v[0];</div>
<div class="line"> </div>
<div class="line"><span class="comment">// to set an individual component of the vector use the [] operator:</span></div>
<div class="line"><a class="code" href="classmingfx_1_1_vector3.html#a7f57af8bbecbc793fa17def4521de4dd">Vector3</a> <a class="code" href="classmingfx_1_1_vector3.html#a2556298f536ba115019982222ce6e0c5">w</a>;</div>
<div class="line"><a class="code" href="classmingfx_1_1_vector3.html#a2556298f536ba115019982222ce6e0c5">w</a>[0] = 0.4;</div>
<div class="line"><a class="code" href="classmingfx_1_1_vector3.html#a2556298f536ba115019982222ce6e0c5">w</a>[1] = 1.2;</div>
<div class="line"><a class="code" href="classmingfx_1_1_vector3.html#a2556298f536ba115019982222ce6e0c5">w</a>[2] = 3.1;</div>
<div class="line"> </div>
<div class="line"><span class="comment">// you can print the vector by sending it to stdout:</span></div>
<div class="line">std::cout &lt;&lt; v &lt;&lt; std::endl;</div>
<div class="ttc" id="aclassmingfx_1_1_gfx_math_html_a39a2b5973249fb3aefc210b18b0fdff3"><div class="ttname"><a href="classmingfx_1_1_gfx_math.html#a39a2b5973249fb3aefc210b18b0fdff3">mingfx::GfxMath::ToDegrees</a></div><div class="ttdeci">static float ToDegrees(float radians)</div></div>
<div class="ttc" id="aclassmingfx_1_1_vector3_html_a2556298f536ba115019982222ce6e0c5"><div class="ttname"><a href="classmingfx_1_1_vector3.html#a2556298f536ba115019982222ce6e0c5">mingfx::Vector3::w</a></div><div class="ttdeci">float w() const</div><div class="ttdoc">In homogeneous coordinates, the w coordinate for all vectors is 0.0.</div><div class="ttdef"><b>Definition:</b> <a href="vector3_8h_source.html#l00115">vector3.h:115</a></div></div>
<div class="ttc" id="aclassmingfx_1_1_vector3_html_a7f57af8bbecbc793fa17def4521de4dd"><div class="ttname"><a href="classmingfx_1_1_vector3.html#a7f57af8bbecbc793fa17def4521de4dd">mingfx::Vector3::Vector3</a></div><div class="ttdeci">Vector3()</div><div class="ttdoc">Default constructor to create zero vector.</div></div>
</div><!-- fragment --> 
<p class="definition">Definition at line <a class="el" href="vector3_8h_source.html#l00062">62</a> of file <a class="el" href="vector3_8h_source.html">vector3.h</a>.</p>
</div>
<p><code>#include &lt;<a class="el" href="vector3_8h_source.html">vector3.h</a>&gt;</code></p>
<table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-methods"></a>
Public Member Functions</h2></td></tr>
<tr class="memitem:a7f57af8bbecbc793fa17def4521de4dd"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classmingfx_1_1_vector3.html#a7f57af8bbecbc793fa17def4521de4dd">Vector3</a> ()</td></tr>
<tr class="memdesc:a7f57af8bbecbc793fa17def4521de4dd"><td class="mdescLeft">&#160;</td><td class="mdescRight">Default constructor to create zero vector.  <a href="classmingfx_1_1_vector3.html#a7f57af8bbecbc793fa17def4521de4dd">More...</a><br /></td></tr>
<tr class="separator:a7f57af8bbecbc793fa17def4521de4dd"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a256018f34e230d542027d07d14fd6e65"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classmingfx_1_1_vector3.html#a256018f34e230d542027d07d14fd6e65">Vector3</a> (float <a class="el" href="classmingfx_1_1_vector3.html#ac380342bfa614c9a3babe1efd14d2cf4">x</a>, float <a class="el" href="classmingfx_1_1_vector3.html#aeb74fbc0a970b40abb0db8f8e490ee17">y</a>, float <a class="el" href="classmingfx_1_1_vector3.html#a78d1dba881575517f0427d55cc418df6">z</a>)</td></tr>
<tr class="memdesc:a256018f34e230d542027d07d14fd6e65"><td class="mdescLeft">&#160;</td><td class="mdescRight">Constructs a vector (x,y,z,0), where the 0 comes from the use of homogeneous coordinates in computer graphics.  <a href="classmingfx_1_1_vector3.html#a256018f34e230d542027d07d14fd6e65">More...</a><br /></td></tr>
<tr class="separator:a256018f34e230d542027d07d14fd6e65"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a95b274c7a5ff118af20bc71682c6b1f1"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classmingfx_1_1_vector3.html#a95b274c7a5ff118af20bc71682c6b1f1">Vector3</a> (float *v)</td></tr>
<tr class="memdesc:a95b274c7a5ff118af20bc71682c6b1f1"><td class="mdescLeft">&#160;</td><td class="mdescRight">Constructs a vector given a pointer to x,y,z data.  <a href="classmingfx_1_1_vector3.html#a95b274c7a5ff118af20bc71682c6b1f1">More...</a><br /></td></tr>
<tr class="separator:a95b274c7a5ff118af20bc71682c6b1f1"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:af6100965af7770f833dbf0c9f30f4fdd"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classmingfx_1_1_vector3.html#af6100965af7770f833dbf0c9f30f4fdd">Vector3</a> (const <a class="el" href="classmingfx_1_1_vector3.html">Vector3</a> &amp;v)</td></tr>
<tr class="memdesc:af6100965af7770f833dbf0c9f30f4fdd"><td class="mdescLeft">&#160;</td><td class="mdescRight">Copy constructor for vector.  <a href="classmingfx_1_1_vector3.html#af6100965af7770f833dbf0c9f30f4fdd">More...</a><br /></td></tr>
<tr class="separator:af6100965af7770f833dbf0c9f30f4fdd"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a6e0d09d774615bcfde5645c22a645969"><td class="memItemLeft" align="right" valign="top">virtual&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classmingfx_1_1_vector3.html#a6e0d09d774615bcfde5645c22a645969">~Vector3</a> ()</td></tr>
<tr class="memdesc:a6e0d09d774615bcfde5645c22a645969"><td class="mdescLeft">&#160;</td><td class="mdescRight">Vector destructor.  <a href="classmingfx_1_1_vector3.html#a6e0d09d774615bcfde5645c22a645969">More...</a><br /></td></tr>
<tr class="separator:a6e0d09d774615bcfde5645c22a645969"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a85486d0a355417fe4b41fa64146c9e98"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classmingfx_1_1_vector3.html#a85486d0a355417fe4b41fa64146c9e98">operator==</a> (const <a class="el" href="classmingfx_1_1_vector3.html">Vector3</a> &amp;v) const</td></tr>
<tr class="memdesc:a85486d0a355417fe4b41fa64146c9e98"><td class="mdescLeft">&#160;</td><td class="mdescRight">Check for "equality", taking floating point imprecision into account.  <a href="classmingfx_1_1_vector3.html#a85486d0a355417fe4b41fa64146c9e98">More...</a><br /></td></tr>
<tr class="separator:a85486d0a355417fe4b41fa64146c9e98"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ab93acb916c310920b9c011159eaaa016"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classmingfx_1_1_vector3.html#ab93acb916c310920b9c011159eaaa016">operator!=</a> (const <a class="el" href="classmingfx_1_1_vector3.html">Vector3</a> &amp;v) const</td></tr>
<tr class="memdesc:ab93acb916c310920b9c011159eaaa016"><td class="mdescLeft">&#160;</td><td class="mdescRight">Check for "inequality", taking floating point imprecision into account.  <a href="classmingfx_1_1_vector3.html#ab93acb916c310920b9c011159eaaa016">More...</a><br /></td></tr>
<tr class="separator:ab93acb916c310920b9c011159eaaa016"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aa5b1c05c285fad7f2709f6f351a63608"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classmingfx_1_1_vector3.html">Vector3</a> &amp;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classmingfx_1_1_vector3.html#aa5b1c05c285fad7f2709f6f351a63608">operator=</a> (const <a class="el" href="classmingfx_1_1_vector3.html">Vector3</a> &amp;v)</td></tr>
<tr class="memdesc:aa5b1c05c285fad7f2709f6f351a63608"><td class="mdescLeft">&#160;</td><td class="mdescRight">Vector assignment operator.  <a href="classmingfx_1_1_vector3.html#aa5b1c05c285fad7f2709f6f351a63608">More...</a><br /></td></tr>
<tr class="separator:aa5b1c05c285fad7f2709f6f351a63608"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aa37b1fc4b1df9f72726d981c08cd0d1b"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classmingfx_1_1_vector3.html#aa37b1fc4b1df9f72726d981c08cd0d1b">operator[]</a> (const int i) const</td></tr>
<tr class="memdesc:aa37b1fc4b1df9f72726d981c08cd0d1b"><td class="mdescLeft">&#160;</td><td class="mdescRight">Read only access to the ith coordinate of the vector.  <a href="classmingfx_1_1_vector3.html#aa37b1fc4b1df9f72726d981c08cd0d1b">More...</a><br /></td></tr>
<tr class="separator:aa37b1fc4b1df9f72726d981c08cd0d1b"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:abcdda4627b24af879aba38d4fc0e6f71"><td class="memItemLeft" align="right" valign="top">float &amp;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classmingfx_1_1_vector3.html#abcdda4627b24af879aba38d4fc0e6f71">operator[]</a> (const int i)</td></tr>
<tr class="memdesc:abcdda4627b24af879aba38d4fc0e6f71"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns a reference to the ith coordinate of the vector. Use this accessor if you wish to set the coordinate rather than just request its value. Example:  <a href="classmingfx_1_1_vector3.html#abcdda4627b24af879aba38d4fc0e6f71">More...</a><br /></td></tr>
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<tr class="memitem:ac380342bfa614c9a3babe1efd14d2cf4"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classmingfx_1_1_vector3.html#ac380342bfa614c9a3babe1efd14d2cf4">x</a> () const</td></tr>
<tr class="memdesc:ac380342bfa614c9a3babe1efd14d2cf4"><td class="mdescLeft">&#160;</td><td class="mdescRight">Read only access to the x coordinate. Can also use my_vector[0]. Use the my_vector[0] = 1.0; form if you need to set the value.  <a href="classmingfx_1_1_vector3.html#ac380342bfa614c9a3babe1efd14d2cf4">More...</a><br /></td></tr>
<tr class="separator:ac380342bfa614c9a3babe1efd14d2cf4"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aeb74fbc0a970b40abb0db8f8e490ee17"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classmingfx_1_1_vector3.html#aeb74fbc0a970b40abb0db8f8e490ee17">y</a> () const</td></tr>
<tr class="memdesc:aeb74fbc0a970b40abb0db8f8e490ee17"><td class="mdescLeft">&#160;</td><td class="mdescRight">Read only access to the y coordinate. Can also use my_vector[1]. Use the my_vector[1] = 1.0; form if you need to set the value.  <a href="classmingfx_1_1_vector3.html#aeb74fbc0a970b40abb0db8f8e490ee17">More...</a><br /></td></tr>
<tr class="separator:aeb74fbc0a970b40abb0db8f8e490ee17"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a78d1dba881575517f0427d55cc418df6"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classmingfx_1_1_vector3.html#a78d1dba881575517f0427d55cc418df6">z</a> () const</td></tr>
<tr class="memdesc:a78d1dba881575517f0427d55cc418df6"><td class="mdescLeft">&#160;</td><td class="mdescRight">Read only access to the z coordinate. Can also use my_vector[2]. Use the my_vector[2] = 1.0; form if you need to set the value.  <a href="classmingfx_1_1_vector3.html#a78d1dba881575517f0427d55cc418df6">More...</a><br /></td></tr>
<tr class="separator:a78d1dba881575517f0427d55cc418df6"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a2556298f536ba115019982222ce6e0c5"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classmingfx_1_1_vector3.html#a2556298f536ba115019982222ce6e0c5">w</a> () const</td></tr>
<tr class="memdesc:a2556298f536ba115019982222ce6e0c5"><td class="mdescLeft">&#160;</td><td class="mdescRight">In homogeneous coordinates, the w coordinate for all vectors is 0.0.  <a href="classmingfx_1_1_vector3.html#a2556298f536ba115019982222ce6e0c5">More...</a><br /></td></tr>
<tr class="separator:a2556298f536ba115019982222ce6e0c5"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a31692a459a8056fe220d115eb5addc88"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classmingfx_1_1_vector3.html#a31692a459a8056fe220d115eb5addc88">Dot</a> (const <a class="el" href="classmingfx_1_1_vector3.html">Vector3</a> &amp;v) const</td></tr>
<tr class="memdesc:a31692a459a8056fe220d115eb5addc88"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns "this dot v", for example:  <a href="classmingfx_1_1_vector3.html#a31692a459a8056fe220d115eb5addc88">More...</a><br /></td></tr>
<tr class="separator:a31692a459a8056fe220d115eb5addc88"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a38cd4deed7d342464619b34b0ef95bec"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classmingfx_1_1_vector3.html">Vector3</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classmingfx_1_1_vector3.html#a38cd4deed7d342464619b34b0ef95bec">Cross</a> (const <a class="el" href="classmingfx_1_1_vector3.html">Vector3</a> &amp;v) const</td></tr>
<tr class="memdesc:a38cd4deed7d342464619b34b0ef95bec"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns "this cross v", for example:  <a href="classmingfx_1_1_vector3.html#a38cd4deed7d342464619b34b0ef95bec">More...</a><br /></td></tr>
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<tr class="memitem:a7633dc1625b1f2e6b381438e896b45a3"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classmingfx_1_1_vector3.html#a7633dc1625b1f2e6b381438e896b45a3">Length</a> () const</td></tr>
<tr class="memdesc:a7633dc1625b1f2e6b381438e896b45a3"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns the length of the vector.  <a href="classmingfx_1_1_vector3.html#a7633dc1625b1f2e6b381438e896b45a3">More...</a><br /></td></tr>
<tr class="separator:a7633dc1625b1f2e6b381438e896b45a3"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a9b8e9ecbe10477adec527842f62d0dca"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classmingfx_1_1_vector3.html#a9b8e9ecbe10477adec527842f62d0dca">Normalize</a> ()</td></tr>
<tr class="memdesc:a9b8e9ecbe10477adec527842f62d0dca"><td class="mdescLeft">&#160;</td><td class="mdescRight">Normalizes the vector by making it unit length.  <a href="classmingfx_1_1_vector3.html#a9b8e9ecbe10477adec527842f62d0dca">More...</a><br /></td></tr>
<tr class="separator:a9b8e9ecbe10477adec527842f62d0dca"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a3caef3c6f24b90730ef70c84ce0e0d71"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classmingfx_1_1_vector3.html">Vector3</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classmingfx_1_1_vector3.html#a3caef3c6f24b90730ef70c84ce0e0d71">ToUnit</a> () const</td></tr>
<tr class="memdesc:a3caef3c6f24b90730ef70c84ce0e0d71"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns a normalized (i.e., unit length) version of the vector without modifying the original 'this' vector.  <a href="classmingfx_1_1_vector3.html#a3caef3c6f24b90730ef70c84ce0e0d71">More...</a><br /></td></tr>
<tr class="separator:a3caef3c6f24b90730ef70c84ce0e0d71"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aa7ddfd662e866c019a772ba66eae7331"><td class="memItemLeft" align="right" valign="top">const float *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classmingfx_1_1_vector3.html#aa7ddfd662e866c019a772ba66eae7331">value_ptr</a> () const</td></tr>
<tr class="memdesc:aa7ddfd662e866c019a772ba66eae7331"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns a const pointer to the raw data array.  <a href="classmingfx_1_1_vector3.html#aa7ddfd662e866c019a772ba66eae7331">More...</a><br /></td></tr>
<tr class="separator:aa7ddfd662e866c019a772ba66eae7331"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a8dafc21c64a4964bac27519972d909b6"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classmingfx_1_1_vector3.html">Vector3</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classmingfx_1_1_vector3.html#a8dafc21c64a4964bac27519972d909b6">Lerp</a> (const <a class="el" href="classmingfx_1_1_vector3.html">Vector3</a> &amp;b, float alpha) const</td></tr>
<tr class="memdesc:a8dafc21c64a4964bac27519972d909b6"><td class="mdescLeft">&#160;</td><td class="mdescRight">Linear interpolation between this vector and another. Alpha=0.0 returns this vector, and alpha=1.0 returns the other vector, other values blend between the two.  <a href="classmingfx_1_1_vector3.html#a8dafc21c64a4964bac27519972d909b6">More...</a><br /></td></tr>
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</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-static-methods"></a>
Static Public Member Functions</h2></td></tr>
<tr class="memitem:a52bf8582baa71e7d6f80c412687d9714"><td class="memItemLeft" align="right" valign="top">static const <a class="el" href="classmingfx_1_1_vector3.html">Vector3</a> &amp;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classmingfx_1_1_vector3.html#a52bf8582baa71e7d6f80c412687d9714">Zero</a> ()</td></tr>
<tr class="memdesc:a52bf8582baa71e7d6f80c412687d9714"><td class="mdescLeft">&#160;</td><td class="mdescRight">(0,0,0) - a shortcut for a special vector that is frequently needed  <a href="classmingfx_1_1_vector3.html#a52bf8582baa71e7d6f80c412687d9714">More...</a><br /></td></tr>
<tr class="separator:a52bf8582baa71e7d6f80c412687d9714"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:af71b12760516a9cc4837ba9e1dee28db"><td class="memItemLeft" align="right" valign="top">static const <a class="el" href="classmingfx_1_1_vector3.html">Vector3</a> &amp;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classmingfx_1_1_vector3.html#af71b12760516a9cc4837ba9e1dee28db">One</a> ()</td></tr>
<tr class="memdesc:af71b12760516a9cc4837ba9e1dee28db"><td class="mdescLeft">&#160;</td><td class="mdescRight">(1,1,1) - a shortcut for a special vector that is frequently needed  <a href="classmingfx_1_1_vector3.html#af71b12760516a9cc4837ba9e1dee28db">More...</a><br /></td></tr>
<tr class="separator:af71b12760516a9cc4837ba9e1dee28db"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ae8d822fdea67f63580b4e1f78f5b8922"><td class="memItemLeft" align="right" valign="top">static const <a class="el" href="classmingfx_1_1_vector3.html">Vector3</a> &amp;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classmingfx_1_1_vector3.html#ae8d822fdea67f63580b4e1f78f5b8922">UnitX</a> ()</td></tr>
<tr class="memdesc:ae8d822fdea67f63580b4e1f78f5b8922"><td class="mdescLeft">&#160;</td><td class="mdescRight">(1,0,0) - a shortcut for a special vector that is frequently needed  <a href="classmingfx_1_1_vector3.html#ae8d822fdea67f63580b4e1f78f5b8922">More...</a><br /></td></tr>
<tr class="separator:ae8d822fdea67f63580b4e1f78f5b8922"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a8d31e433d1ac04aaceea1b1dcd1643df"><td class="memItemLeft" align="right" valign="top">static const <a class="el" href="classmingfx_1_1_vector3.html">Vector3</a> &amp;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classmingfx_1_1_vector3.html#a8d31e433d1ac04aaceea1b1dcd1643df">UnitY</a> ()</td></tr>
<tr class="memdesc:a8d31e433d1ac04aaceea1b1dcd1643df"><td class="mdescLeft">&#160;</td><td class="mdescRight">(0,1,0) - a shortcut for a special vector that is frequently needed  <a href="classmingfx_1_1_vector3.html#a8d31e433d1ac04aaceea1b1dcd1643df">More...</a><br /></td></tr>
<tr class="separator:a8d31e433d1ac04aaceea1b1dcd1643df"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a4b696b0d1143d6e30a34a2f889d2ca61"><td class="memItemLeft" align="right" valign="top">static const <a class="el" href="classmingfx_1_1_vector3.html">Vector3</a> &amp;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classmingfx_1_1_vector3.html#a4b696b0d1143d6e30a34a2f889d2ca61">UnitZ</a> ()</td></tr>
<tr class="memdesc:a4b696b0d1143d6e30a34a2f889d2ca61"><td class="mdescLeft">&#160;</td><td class="mdescRight">(0,0,1) - a shortcut for a special vector that is frequently needed  <a href="classmingfx_1_1_vector3.html#a4b696b0d1143d6e30a34a2f889d2ca61">More...</a><br /></td></tr>
<tr class="separator:a4b696b0d1143d6e30a34a2f889d2ca61"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aeff0177e2111139469b60733248fad8d"><td class="memItemLeft" align="right" valign="top">static <a class="el" href="classmingfx_1_1_vector3.html">Vector3</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classmingfx_1_1_vector3.html#aeff0177e2111139469b60733248fad8d">Normalize</a> (const <a class="el" href="classmingfx_1_1_vector3.html">Vector3</a> &amp;v)</td></tr>
<tr class="memdesc:aeff0177e2111139469b60733248fad8d"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns a new vector that is the unit version of v.  <a href="classmingfx_1_1_vector3.html#aeff0177e2111139469b60733248fad8d">More...</a><br /></td></tr>
<tr class="separator:aeff0177e2111139469b60733248fad8d"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a45d7d211135edd97ca21b047439db485"><td class="memItemLeft" align="right" valign="top">static <a class="el" href="classmingfx_1_1_vector3.html">Vector3</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classmingfx_1_1_vector3.html#a45d7d211135edd97ca21b047439db485">Cross</a> (const <a class="el" href="classmingfx_1_1_vector3.html">Vector3</a> &amp;v1, const <a class="el" href="classmingfx_1_1_vector3.html">Vector3</a> &amp;v2)</td></tr>
<tr class="memdesc:a45d7d211135edd97ca21b047439db485"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns v1 cross v2.  <a href="classmingfx_1_1_vector3.html#a45d7d211135edd97ca21b047439db485">More...</a><br /></td></tr>
<tr class="separator:a45d7d211135edd97ca21b047439db485"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a235fb20d4075960d2ce6198dc95ac507"><td class="memItemLeft" align="right" valign="top">static float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classmingfx_1_1_vector3.html#a235fb20d4075960d2ce6198dc95ac507">Dot</a> (const <a class="el" href="classmingfx_1_1_vector3.html">Vector3</a> &amp;v1, const <a class="el" href="classmingfx_1_1_vector3.html">Vector3</a> &amp;v2)</td></tr>
<tr class="memdesc:a235fb20d4075960d2ce6198dc95ac507"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns v1 dot v2.  <a href="classmingfx_1_1_vector3.html#a235fb20d4075960d2ce6198dc95ac507">More...</a><br /></td></tr>
<tr class="separator:a235fb20d4075960d2ce6198dc95ac507"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a489b042bedf8fa329ac05fe905ca1c6f"><td class="memItemLeft" align="right" valign="top">static <a class="el" href="classmingfx_1_1_vector3.html">Vector3</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classmingfx_1_1_vector3.html#a489b042bedf8fa329ac05fe905ca1c6f">Lerp</a> (const <a class="el" href="classmingfx_1_1_vector3.html">Vector3</a> &amp;a, const <a class="el" href="classmingfx_1_1_vector3.html">Vector3</a> &amp;b, float alpha)</td></tr>
<tr class="memdesc:a489b042bedf8fa329ac05fe905ca1c6f"><td class="mdescLeft">&#160;</td><td class="mdescRight">Linear interpolation between two vectors. Alpha=0.0 returns 'a' and alpha=1.0 returns 'b', other values blend between the two.  <a href="classmingfx_1_1_vector3.html#a489b042bedf8fa329ac05fe905ca1c6f">More...</a><br /></td></tr>
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<h2 class="groupheader">Constructor &amp; Destructor Documentation</h2>
<a id="a7f57af8bbecbc793fa17def4521de4dd"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a7f57af8bbecbc793fa17def4521de4dd">&#9670;&nbsp;</a></span>Vector3() <span class="overload">[1/4]</span></h2>

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          <td class="memname">mingfx::Vector3::Vector3 </td>
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<p>Default constructor to create zero vector. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a256018f34e230d542027d07d14fd6e65">&#9670;&nbsp;</a></span>Vector3() <span class="overload">[2/4]</span></h2>

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<p>Constructs a vector (x,y,z,0), where the 0 comes from the use of homogeneous coordinates in computer graphics. </p>

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<p>Constructs a vector given a pointer to x,y,z data. </p>

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<p>Copy constructor for vector. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a6e0d09d774615bcfde5645c22a645969">&#9670;&nbsp;</a></span>~Vector3()</h2>

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<p>Vector destructor. </p>

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<h2 class="groupheader">Member Function Documentation</h2>
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<h2 class="memtitle"><span class="permalink"><a href="#a38cd4deed7d342464619b34b0ef95bec">&#9670;&nbsp;</a></span>Cross() <span class="overload">[1/2]</span></h2>

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          <td class="memname"><a class="el" href="classmingfx_1_1_vector3.html">Vector3</a> mingfx::Vector3::Cross </td>
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          <td class="paramtype">const <a class="el" href="classmingfx_1_1_vector3.html">Vector3</a> &amp;&#160;</td>
          <td class="paramname"><em>v</em></td><td>)</td>
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<p>Returns "this cross v", for example: </p>
<div class="fragment"><div class="line"><a class="code" href="classmingfx_1_1_vector3.html#a7f57af8bbecbc793fa17def4521de4dd">Vector3</a> <a class="code" href="classmingfx_1_1_vector3.html#ac380342bfa614c9a3babe1efd14d2cf4">x</a>(1,0,0);</div>
<div class="line"><a class="code" href="classmingfx_1_1_vector3.html#a7f57af8bbecbc793fa17def4521de4dd">Vector3</a> <a class="code" href="classmingfx_1_1_vector3.html#aeb74fbc0a970b40abb0db8f8e490ee17">y</a>(0,1,0);</div>
<div class="line"><a class="code" href="classmingfx_1_1_vector3.html#a7f57af8bbecbc793fa17def4521de4dd">Vector3</a> <a class="code" href="classmingfx_1_1_vector3.html#a78d1dba881575517f0427d55cc418df6">z</a> = <a class="code" href="classmingfx_1_1_vector3.html#ac380342bfa614c9a3babe1efd14d2cf4">x</a>.Cross(<a class="code" href="classmingfx_1_1_vector3.html#aeb74fbc0a970b40abb0db8f8e490ee17">y</a>);</div>
<div class="ttc" id="aclassmingfx_1_1_vector3_html_a78d1dba881575517f0427d55cc418df6"><div class="ttname"><a href="classmingfx_1_1_vector3.html#a78d1dba881575517f0427d55cc418df6">mingfx::Vector3::z</a></div><div class="ttdeci">float z() const</div><div class="ttdoc">Read only access to the z coordinate. Can also use my_vector[2]. Use the my_vector[2] = 1....</div><div class="ttdef"><b>Definition:</b> <a href="vector3_8h_source.html#l00112">vector3.h:112</a></div></div>
<div class="ttc" id="aclassmingfx_1_1_vector3_html_ac380342bfa614c9a3babe1efd14d2cf4"><div class="ttname"><a href="classmingfx_1_1_vector3.html#ac380342bfa614c9a3babe1efd14d2cf4">mingfx::Vector3::x</a></div><div class="ttdeci">float x() const</div><div class="ttdoc">Read only access to the x coordinate. Can also use my_vector[0]. Use the my_vector[0] = 1....</div><div class="ttdef"><b>Definition:</b> <a href="vector3_8h_source.html#l00104">vector3.h:104</a></div></div>
<div class="ttc" id="aclassmingfx_1_1_vector3_html_aeb74fbc0a970b40abb0db8f8e490ee17"><div class="ttname"><a href="classmingfx_1_1_vector3.html#aeb74fbc0a970b40abb0db8f8e490ee17">mingfx::Vector3::y</a></div><div class="ttdeci">float y() const</div><div class="ttdoc">Read only access to the y coordinate. Can also use my_vector[1]. Use the my_vector[1] = 1....</div><div class="ttdef"><b>Definition:</b> <a href="vector3_8h_source.html#l00108">vector3.h:108</a></div></div>
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          <td>(</td>
          <td class="paramtype">const <a class="el" href="classmingfx_1_1_vector3.html">Vector3</a> &amp;&#160;</td>
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<p>Returns v1 cross v2. </p>
<p>This is just an alternative syntax for <a class="el" href="classmingfx_1_1_vector3.html#a38cd4deed7d342464619b34b0ef95bec" title="Returns &quot;this cross v&quot;, for example:">Cross()</a>. Example: ~~~ <a class="el" href="classmingfx_1_1_vector3.html" title="A 3D Vector with floating point coordinates, used for storing normals and all sorts of other 3D graph...">Vector3</a> x(1,0,0); <a class="el" href="classmingfx_1_1_vector3.html" title="A 3D Vector with floating point coordinates, used for storing normals and all sorts of other 3D graph...">Vector3</a> y(0,1,0); <a class="el" href="classmingfx_1_1_vector3.html" title="A 3D Vector with floating point coordinates, used for storing normals and all sorts of other 3D graph...">Vector3</a> z1 = Vector3::Cross(x,y); <a class="el" href="classmingfx_1_1_vector3.html" title="A 3D Vector with floating point coordinates, used for storing normals and all sorts of other 3D graph...">Vector3</a> z2 = x.Cross(y); z1 and z2 are the same. ~~~ </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a31692a459a8056fe220d115eb5addc88">&#9670;&nbsp;</a></span>Dot() <span class="overload">[1/2]</span></h2>

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<p>Returns "this dot v", for example: </p>
<div class="fragment"><div class="line"><a class="code" href="classmingfx_1_1_vector3.html#a7f57af8bbecbc793fa17def4521de4dd">Vector3</a> a(1,0,0);</div>
<div class="line"><a class="code" href="classmingfx_1_1_vector3.html#a7f57af8bbecbc793fa17def4521de4dd">Vector3</a> b(0.5,0,0);</div>
<div class="line"><span class="keywordtype">float</span> c = a.Dot(b);</div>
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<p>Returns v1 dot v2. </p>
<p>This is just an alternative syntax for <a class="el" href="classmingfx_1_1_vector3.html#a31692a459a8056fe220d115eb5addc88" title="Returns &quot;this dot v&quot;, for example:">Dot()</a>. Example: ~~~ <a class="el" href="classmingfx_1_1_vector3.html" title="A 3D Vector with floating point coordinates, used for storing normals and all sorts of other 3D graph...">Vector3</a> a(1,0,0); <a class="el" href="classmingfx_1_1_vector3.html" title="A 3D Vector with floating point coordinates, used for storing normals and all sorts of other 3D graph...">Vector3</a> b(0.5,0,0); <a class="el" href="classmingfx_1_1_vector3.html" title="A 3D Vector with floating point coordinates, used for storing normals and all sorts of other 3D graph...">Vector3</a> c1 = a.Dot(b); <a class="el" href="classmingfx_1_1_vector3.html" title="A 3D Vector with floating point coordinates, used for storing normals and all sorts of other 3D graph...">Vector3</a> c2 = Vector3::Dot(a,b); c1 and c2 are the same. ~~~ </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a7633dc1625b1f2e6b381438e896b45a3">&#9670;&nbsp;</a></span>Length()</h2>

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<p>Returns the length of the vector. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a489b042bedf8fa329ac05fe905ca1c6f">&#9670;&nbsp;</a></span>Lerp() <span class="overload">[1/2]</span></h2>

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<p>Linear interpolation between two vectors. Alpha=0.0 returns 'a' and alpha=1.0 returns 'b', other values blend between the two. </p>

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<p>Linear interpolation between this vector and another. Alpha=0.0 returns this vector, and alpha=1.0 returns the other vector, other values blend between the two. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a9b8e9ecbe10477adec527842f62d0dca">&#9670;&nbsp;</a></span>Normalize() <span class="overload">[1/2]</span></h2>

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<p>Normalizes the vector by making it unit length. </p>

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<p>Returns a new vector that is the unit version of v. </p>
<p>This is just an alternative syntax for <a class="el" href="classmingfx_1_1_vector3.html#a3caef3c6f24b90730ef70c84ce0e0d71" title="Returns a normalized (i.e., unit length) version of the vector without modifying the original &#39;this&#39; ...">ToUnit()</a>. Example: ~~~ <a class="el" href="classmingfx_1_1_vector3.html" title="A 3D Vector with floating point coordinates, used for storing normals and all sorts of other 3D graph...">Vector3</a> a(100,150,80); <a class="el" href="classmingfx_1_1_vector3.html" title="A 3D Vector with floating point coordinates, used for storing normals and all sorts of other 3D graph...">Vector3</a> b = Vector3::Normalize(a); <a class="el" href="classmingfx_1_1_vector3.html" title="A 3D Vector with floating point coordinates, used for storing normals and all sorts of other 3D graph...">Vector3</a> c = a.ToUnit(); b and c are the same. ~~~ </p>

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<h2 class="memtitle"><span class="permalink"><a href="#af71b12760516a9cc4837ba9e1dee28db">&#9670;&nbsp;</a></span>One()</h2>

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<p>(1,1,1) - a shortcut for a special vector that is frequently needed </p>

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<h2 class="memtitle"><span class="permalink"><a href="#ab93acb916c310920b9c011159eaaa016">&#9670;&nbsp;</a></span>operator!=()</h2>

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<p>Check for "inequality", taking floating point imprecision into account. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#aa5b1c05c285fad7f2709f6f351a63608">&#9670;&nbsp;</a></span>operator=()</h2>

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<p>Vector assignment operator. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a85486d0a355417fe4b41fa64146c9e98">&#9670;&nbsp;</a></span>operator==()</h2>

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<p>Check for "equality", taking floating point imprecision into account. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#abcdda4627b24af879aba38d4fc0e6f71">&#9670;&nbsp;</a></span>operator[]() <span class="overload">[1/2]</span></h2>

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<p>Returns a reference to the ith coordinate of the vector. Use this accessor if you wish to set the coordinate rather than just request its value. Example: </p>
<div class="fragment"><div class="line"><a class="code" href="classmingfx_1_1_vector3.html#a7f57af8bbecbc793fa17def4521de4dd">Vector3</a> a;</div>
<div class="line">a[0] = 5.0; <span class="comment">// set the x-coordinate of the vector</span></div>
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<h2 class="memtitle"><span class="permalink"><a href="#aa37b1fc4b1df9f72726d981c08cd0d1b">&#9670;&nbsp;</a></span>operator[]() <span class="overload">[2/2]</span></h2>

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<p>Read only access to the ith coordinate of the vector. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a3caef3c6f24b90730ef70c84ce0e0d71">&#9670;&nbsp;</a></span>ToUnit()</h2>

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<p>Returns a normalized (i.e., unit length) version of the vector without modifying the original 'this' vector. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#ae8d822fdea67f63580b4e1f78f5b8922">&#9670;&nbsp;</a></span>UnitX()</h2>

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<p>(1,0,0) - a shortcut for a special vector that is frequently needed </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a8d31e433d1ac04aaceea1b1dcd1643df">&#9670;&nbsp;</a></span>UnitY()</h2>

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<p>(0,1,0) - a shortcut for a special vector that is frequently needed </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a4b696b0d1143d6e30a34a2f889d2ca61">&#9670;&nbsp;</a></span>UnitZ()</h2>

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<p>(0,0,1) - a shortcut for a special vector that is frequently needed </p>

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<h2 class="memtitle"><span class="permalink"><a href="#aa7ddfd662e866c019a772ba66eae7331">&#9670;&nbsp;</a></span>value_ptr()</h2>

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<p>Returns a const pointer to the raw data array. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a2556298f536ba115019982222ce6e0c5">&#9670;&nbsp;</a></span>w()</h2>

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<p>In homogeneous coordinates, the w coordinate for all vectors is 0.0. </p>

<p class="definition">Definition at line <a class="el" href="vector3_8h_source.html#l00115">115</a> of file <a class="el" href="vector3_8h_source.html">vector3.h</a>.</p>

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<h2 class="memtitle"><span class="permalink"><a href="#ac380342bfa614c9a3babe1efd14d2cf4">&#9670;&nbsp;</a></span>x()</h2>

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<p>Read only access to the x coordinate. Can also use my_vector[0]. Use the my_vector[0] = 1.0; form if you need to set the value. </p>

<p class="definition">Definition at line <a class="el" href="vector3_8h_source.html#l00104">104</a> of file <a class="el" href="vector3_8h_source.html">vector3.h</a>.</p>

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<h2 class="memtitle"><span class="permalink"><a href="#aeb74fbc0a970b40abb0db8f8e490ee17">&#9670;&nbsp;</a></span>y()</h2>

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<p>Read only access to the y coordinate. Can also use my_vector[1]. Use the my_vector[1] = 1.0; form if you need to set the value. </p>

<p class="definition">Definition at line <a class="el" href="vector3_8h_source.html#l00108">108</a> of file <a class="el" href="vector3_8h_source.html">vector3.h</a>.</p>

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<h2 class="memtitle"><span class="permalink"><a href="#a78d1dba881575517f0427d55cc418df6">&#9670;&nbsp;</a></span>z()</h2>

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<p>Read only access to the z coordinate. Can also use my_vector[2]. Use the my_vector[2] = 1.0; form if you need to set the value. </p>

<p class="definition">Definition at line <a class="el" href="vector3_8h_source.html#l00112">112</a> of file <a class="el" href="vector3_8h_source.html">vector3.h</a>.</p>

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<h2 class="memtitle"><span class="permalink"><a href="#a52bf8582baa71e7d6f80c412687d9714">&#9670;&nbsp;</a></span>Zero()</h2>

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<p>(0,0,0) - a shortcut for a special vector that is frequently needed </p>

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<hr/>The documentation for this class was generated from the following file:<ul>
<li>src/<a class="el" href="vector3_8h_source.html">vector3.h</a></li>
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