public static Vector3i Scale(Vector3i a, Vector3i b) { return new Vector3i(a.X * b.X, a.Y * b.Y, a.Z * b.Z); }
public Vector3i(Vector3i a) { X = a.X; Y = a.Y; Z = a.Z; }
public static int Dot(Vector3i a, Vector3i b) { return a.X * b.X + a.Y * b.Y + a.Z * b.Z; }
public static Vector3i Min(Vector3i lhs, Vector3i rhs) { return new Vector3i(Mathf.Min(lhs.X, rhs.X), Mathf.Min(lhs.Y, rhs.Y), Mathf.Min(lhs.Z, rhs.Z)); }
public static float Distance(Vector3i a, Vector3i b) { return Mathf.Sqrt(DistanceSquared(a, b)); }
public static int DistanceSquared(Vector3i a, Vector3i b) { int dx = b.X - a.X; int dy = b.Y - a.Y; int dz = b.Z - a.Z; return dx * dx + dy * dy + dz * dz; }
public static Vector3i Clamp(Vector3i value, Vector3i min, Vector3i max) { return new Vector3i(Mathf.Clamp(value.X, min.X, max.X), Mathf.Clamp(value.Y, min.Y, max.Y), Mathf.Clamp(value.Z, min.Z, max.Z)); }
public static Vector3i Clamp(Vector3i value, Vector3i min, Vector3i max) { return(new Vector3i(Mathf.Clamp(value.X, min.X, max.X), Mathf.Clamp(value.Y, min.Y, max.Y), Mathf.Clamp(value.Z, min.Z, max.Z))); }
public static Vector3i Max(Vector3i lhs, Vector3i rhs) { return(new Vector3i(Mathf.Max(lhs.X, rhs.X), Mathf.Max(lhs.Y, rhs.Y), Mathf.Max(lhs.Z, rhs.Z))); }
public static float Distance(Vector3i a, Vector3i b) { return(Mathf.Sqrt(DistanceSquared(a, b))); }
public static Vector3i Scale(Vector3i a, Vector3i b) { return(new Vector3i(a.X * b.X, a.Y * b.Y, a.Z * b.Z)); }
public static int Dot(Vector3i a, Vector3i b) { return(a.X * b.X + a.Y * b.Y + a.Z * b.Z); }