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UniDx
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3D ベクトル [詳解]
#include <Math.h>
公開メンバ関数 | |
| constexpr | Vector3 () noexcept |
| constexpr | Vector3 (float ix, float iy, float iz) noexcept |
| constexpr | Vector3 (Vector2 v, float iz) noexcept |
| constexpr | Vector3 (float ix) noexcept |
| Vector3 (const DirectX::XMFLOAT3 &V) noexcept | |
| Vector3 (const DirectX::XMVECTOR &v) | |
| float | magnitude () const noexcept |
| 長さを取得 | |
| float | sqrMagnitude () const noexcept |
| 二乗長さを取得 | |
| Vector3 | normalized () const noexcept |
| 正規化したベクトルを返す | |
| constexpr Vector3 | operator+ () const noexcept |
| constexpr Vector3 | operator- () const noexcept |
| constexpr | operator Vector2 () const noexcept |
静的公開変数類 | |
| static const Vector3 | zero = Vector3(0.f, 0.f, 0.f) |
| static const Vector3 | one = Vector3(1.f, 1.f, 1.f) |
| static const Vector3 | up = Vector3(0.f, 1.f, 0.f) |
| static const Vector3 | down = Vector3(0.f, -1.f, 0.f) |
| static const Vector3 | right = Vector3(1.f, 0.f, 0.f) |
| static const Vector3 | left = Vector3(-1.f, 0.f, 0.f) |
| static const Vector3 | forward = Vector3(0.f, 0.f, 1.f) |
| static const Vector3 | back = Vector3(0.f, 0.f, -1.f) |
| static const Vector3 | positiveInfinity = Vector3(std::numeric_limits<float>::infinity(), std::numeric_limits<float>::infinity(), std::numeric_limits<float>::infinity()) |
| static const Vector3 | negativeInfinity = Vector3(-std::numeric_limits<float>::infinity(), -std::numeric_limits<float>::infinity(), -std::numeric_limits<float>::infinity()) |
3D ベクトル
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inlineconstexprnoexcept |
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inlineconstexprnoexcept |
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inlineconstexprnoexcept |
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inlineexplicitconstexprnoexcept |
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inlinenoexcept |
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inlineexplicit |
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inlinenoexcept |
長さを取得
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inlinenodiscardnoexcept |
正規化したベクトルを返す
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inlineexplicitconstexprnoexcept |
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inlineconstexprnoexcept |
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inlineconstexprnoexcept |
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inlinenoexcept |
二乗長さを取得
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static |
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static |