59     float dotProduct( 
float vec1_X, 
float vec1_Y, 
float vec1_Z, 
float vec2_X, 
float vec2_Y, 
float vec2_Z );
    77     float absDotProduct( 
float vec1_X, 
float vec1_Y, 
float vec1_Z, 
float vec2_X, 
float vec2_Y, 
float vec2_Z );
    95     float angle( 
float vec1_X, 
float vec1_Y, 
float vec1_Z, 
float vec2_X, 
float vec2_Y, 
float vec2_Z );
   118     float3 
crossProduct( 
float vec1_X, 
float vec1_Y, 
float vec1_Z, 
float vec2_X, 
float vec2_Y, 
float vec2_Z );
   138     int directionEquals( 
float vec1_X, 
float vec1_Y, 
float vec1_Z, 
float vec2_X, 
float vec2_Y, 
float vec2_Z, 
float tolerance );
   155     float distance( 
float vec1_X, 
float vec1_Y, 
float vec1_Z, 
float vec2_X, 
float vec2_Y, 
float vec2_Z );
   177     float4 
getRotationTo( 
float vec1_X, 
float vec1_Y, 
float vec1_Z, 
float vec2_X, 
float vec2_Y, 
float vec2_Z, 
float fallbackVec_X, 
float fallbackVec_Y, 
float fallbackVec_Z );
   192     float3 
midPoint( 
float vec1_X, 
float vec1_Y, 
float vec1_Z, 
float vec2_X, 
float vec2_Y, 
float vec2_Z );
   208     float normalise( 
float vec1_X, 
float vec1_Y, 
float vec1_Z );
   219     float3 
normalisedCopy( 
float vec1_X, 
float vec1_Y, 
float vec1_Z );
   233     float length( 
float vec1_X, 
float vec1_Y, 
float vec1_Z );
   244     int isNAN( 
float vec1_X, 
float vec1_Y, 
float vec1_Z );
   255     int isZeroLength( 
float vec1_X, 
float vec1_Y, 
float vec1_Z );
   269     float3 
perpendicular( 
float vec1_X, 
float vec1_Y, 
float vec1_Z );
   286     int positionCloses( 
float vec1_X, 
float vec1_Y, 
float vec1_Z, 
float vec2_X, 
float vec2_Y, 
float vec2_Z, 
float tolerance );
   303     int positionEquals( 
float vec1_X, 
float vec1_Y, 
float vec1_Z, 
float vec2_X, 
float vec2_Y, 
float vec2_Z, 
float tolerance );
   314     float3 
primaryAxis( 
float vec1_X, 
float vec1_Y, 
float vec1_Z );
   336     float3 
randomDeviant( 
float vec1_X, 
float vec1_Y, 
float vec1_Z, 
float randomAngle, 
float vec2_X, 
float vec2_Y, 
float vec2_Z );
   353     float3 
reflect( 
float vec1_X, 
float vec1_Y, 
float vec1_Z, 
float vec2_X, 
float vec2_Y, 
float vec2_Z );
   373     float squaredDistance( 
float vec1_X, 
float vec1_Y, 
float vec1_Z, 
float vec2_X, 
float vec2_Y, 
float vec2_Z );
   389     float squaredLength( 
float vec1_X, 
float vec1_Y, 
float vec1_Z );
 int positionEquals(float vec1_X, float vec1_Y, float vec1_Z, float vec2_X, float vec2_Y, float vec2_Z, float tolerance)
Returns whether this vector is within a positional tolerance of another vector. 
float3 randomDeviant(float vec1_X, float vec1_Y, float vec1_Z, float randomAngle, float vec2_X, float vec2_Y, float vec2_Z)
Generates a new random vector which deviates from this vector by a given angle in a random direction...
float dotProduct(float vec1_X, float vec1_Y, float vec1_Z, float vec2_X, float vec2_Y, float vec2_Z)
Calculates the dot (scalar) product of this vector with another. 
float3 perpendicular(float vec1_X, float vec1_Y, float vec1_Z)
Generates a vector perpendicular to this vector (eg an 'up' vector). 
float absDotProduct(float vec1_X, float vec1_Y, float vec1_Z, float vec2_X, float vec2_Y, float vec2_Z)
Calculates the absolute dot (scalar) product of this vector with another. 
float3 reflect(float vec1_X, float vec1_Y, float vec1_Z, float vec2_X, float vec2_Y, float vec2_Z)
Calculates a reflection vector to the plane with the given normal . 
float3 primaryAxis(float vec1_X, float vec1_Y, float vec1_Z)
Extract the primary (dominant) axis from this direction vector. 
int directionEquals(float vec1_X, float vec1_Y, float vec1_Z, float vec2_X, float vec2_Y, float vec2_Z, float tolerance)
Returns whether this vector is within a directional tolerance of another vector. 
float4 getRotationTo(float vec1_X, float vec1_Y, float vec1_Z, float vec2_X, float vec2_Y, float vec2_Z, float fallbackVec_X, float fallbackVec_Y, float fallbackVec_Z)
Gets the shortest arc quaternion to rotate this vector to the destination vector. ...
int positionCloses(float vec1_X, float vec1_Y, float vec1_Z, float vec2_X, float vec2_Y, float vec2_Z, float tolerance)
Returns whether this vector is within a positional tolerance of another vector, also take scale of th...
float angle(float vec1_X, float vec1_Y, float vec1_Z, float vec2_X, float vec2_Y, float vec2_Z)
Gets the angle between 2 vectors. 
int isZeroLength(float vec1_X, float vec1_Y, float vec1_Z)
Returns true if this vector is zero length. 
float3 crossProduct(float vec1_X, float vec1_Y, float vec1_Z, float vec2_X, float vec2_Y, float vec2_Z)
Calculates the cross-product of 2 vectors, i.e. vector that lies perpendicular to them both...
float normalise(float vec1_X, float vec1_Y, float vec1_Z)
Normalises the vector. 
float squaredDistance(float vec1_X, float vec1_Y, float vec1_Z, float vec2_X, float vec2_Y, float vec2_Z)
Returns the square of the distance to another vector. 
float length(float vec1_X, float vec1_Y, float vec1_Z)
Returns the length (magnitude) of the vector. 
float distance(float vec1_X, float vec1_Y, float vec1_Z, float vec2_X, float vec2_Y, float vec2_Z)
Returns the distance to another vector. 
int isNAN(float vec1_X, float vec1_Y, float vec1_Z)
Check whether this vector contains valid values. 
Definition: LUA_API_Vector3.h:37
float squaredLength(float vec1_X, float vec1_Y, float vec1_Z)
Returns the square of the length(magnitude) of the vector. 
float3 normalisedCopy(float vec1_X, float vec1_Y, float vec1_Z)
As normalise, except that this vector is unaffected and the normalised vector is returned as a copy...
float3 midPoint(float vec1_X, float vec1_Y, float vec1_Z, float vec2_X, float vec2_Y, float vec2_Z)
Returns a vector at a point half way between this and the passed in vector.