public static RLVector3 Parse(string str) { RLVector3 data = new RLVector3(); string[] datas = str.Split(';'); data.X = int.Parse(datas[0]); data.Y = int.Parse(datas[1]); if (datas.Length == 3) { data.Z = int.Parse(datas[2]); } return(data); }
public static RLVector3List Parse(string str) { RLVector3List data = new RLVector3List(); string[] datas = str.Split('|'); if (str != "" && datas.Length > 0) { data.list = new RLVector3[datas.Length]; for (int i = 0; i < datas.Length; i++) { data.list[i] = RLVector3.Parse(datas[i]); } } else { data.list = new RLVector3[] {}; } return(data); }
public static extern Quaternion QuaternionFromAxisAngle(RLVector3 axis, float angle);
public static extern RLMatrix MatrixLookAt(RLVector3 eye, RLVector3 target, RLVector3 up);
public static extern float3 Vector3ToFloatV(RLVector3 v);
public static extern RLVector3 Vector3Max(RLVector3 v1, RLVector3 v2);
public static extern RLVector3 Vector3Lerp(RLVector3 v1, RLVector3 v2, float amount);
public static extern RLVector3 Vector3Transform(RLVector3 v, RLMatrix mat);
public static extern RLVector3 Vector3Perpendicular(RLVector3 v);
public static extern RLVector3 Vector3CrossProduct(RLVector3 v1, RLVector3 v2);
public static extern RLVector3 Vector3MultiplyV(RLVector3 v1, RLVector3 v2);
public static extern RLVector3 Vector3Multiply(RLVector3 v, float scalar);
public static extern RLVector3 Vector3Subtract(RLVector3 v1, RLVector3 v2);
public static extern RLVector3 Vector3Add(RLVector3 v1, RLVector3 v2);
public static extern RLVector3 Vector3Normalize(RLVector3 v);
public static extern void Vector3OrthoNormalize(ref RLVector3 v1, ref RLVector3 v2);
public static extern float Vector3Length(RLVector3 v);
public static extern RLVector3 Vector3RotateByQuaternion(RLVector3 v, Quaternion q);
public static extern float Vector3DotProduct(RLVector3 v1, RLVector3 v2);
public static extern RLVector3 Vector3Reflect(RLVector3 v, RLVector3 normal);
public static extern float Vector3Distance(RLVector3 v1, RLVector3 v2);
public static extern RLVector3 Vector3Barycenter(RLVector3 p, RLVector3 a, RLVector3 b, RLVector3 c);
public static extern RLVector3 Vector3Scale(RLVector3 v, float scale);
public static extern RLMatrix MatrixRotate(RLVector3 axis, float angle);
public static extern RLVector3 Vector3Negate(RLVector3 v);
public static extern Quaternion QuaternionFromVector3ToVector3(RLVector3 from, RLVector3 to);
public static extern RLVector3 Vector3Divide(RLVector3 v, float div);
public static extern void QuaternionToAxisAngle(Quaternion q, ref RLVector3 outAxis, ref float outAngle);
public static extern RLVector3 Vector3DivideV(RLVector3 v1, RLVector3 v2);