Skyline Lua API  Version 1.0
Lua Script Reference for Skyline Game Engine.
vector3 Member List

This is the complete list of members for vector3, including all inherited members.

absDotProduct(float vec1_X, float vec1_Y, float vec1_Z, float vec2_X, float vec2_Y, float vec2_Z)vector3
angle(float vec1_X, float vec1_Y, float vec1_Z, float vec2_X, float vec2_Y, float vec2_Z)vector3
crossProduct(float vec1_X, float vec1_Y, float vec1_Z, float vec2_X, float vec2_Y, float vec2_Z)vector3
directionEquals(float vec1_X, float vec1_Y, float vec1_Z, float vec2_X, float vec2_Y, float vec2_Z, float tolerance)vector3
distance(float vec1_X, float vec1_Y, float vec1_Z, float vec2_X, float vec2_Y, float vec2_Z)vector3
dotProduct(float vec1_X, float vec1_Y, float vec1_Z, float vec2_X, float vec2_Y, float vec2_Z)vector3
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)vector3
isNAN(float vec1_X, float vec1_Y, float vec1_Z)vector3
isZeroLength(float vec1_X, float vec1_Y, float vec1_Z)vector3
length(float vec1_X, float vec1_Y, float vec1_Z)vector3
midPoint(float vec1_X, float vec1_Y, float vec1_Z, float vec2_X, float vec2_Y, float vec2_Z)vector3
normalise(float vec1_X, float vec1_Y, float vec1_Z)vector3
normalisedCopy(float vec1_X, float vec1_Y, float vec1_Z)vector3
perpendicular(float vec1_X, float vec1_Y, float vec1_Z)vector3
positionCloses(float vec1_X, float vec1_Y, float vec1_Z, float vec2_X, float vec2_Y, float vec2_Z, float tolerance)vector3
positionEquals(float vec1_X, float vec1_Y, float vec1_Z, float vec2_X, float vec2_Y, float vec2_Z, float tolerance)vector3
primaryAxis(float vec1_X, float vec1_Y, float vec1_Z)vector3
randomDeviant(float vec1_X, float vec1_Y, float vec1_Z, float randomAngle, float vec2_X, float vec2_Y, float vec2_Z)vector3
reflect(float vec1_X, float vec1_Y, float vec1_Z, float vec2_X, float vec2_Y, float vec2_Z)vector3
squaredDistance(float vec1_X, float vec1_Y, float vec1_Z, float vec2_X, float vec2_Y, float vec2_Z)vector3
squaredLength(float vec1_X, float vec1_Y, float vec1_Z)vector3