Methods
AverageValues
(v.x + v.y + v.z) / 3
SumValues
v.x + v.y + v.z
MultiplyValues
v.x * v.y * v.z
DivideValues
v.x / v.y / v.z
SubtractValues
v.x - v.y - v.z
AddToMe
Vector3(v1.x + v2.x, v1.y + v2.y, v1.z + v2.z)
SubtractFromMe
Vector3(v1.x - v2.x, v1.y - v2.y, v1.z - v2.z)
MultiplyMe
Vector3(v1.x * v2.x, v1.y * v2.y, v1.z * v2.z)
DivideIntoMe
Vector3(v1.x / v2.x, v1.y / v2.y, v1.z / v2.z)
Abs
Vector3(Mathf.Abs(vector3.x), Mathf.Abs(vector3.y), Mathf.Abs(vector3.z))
Acos
Vector3(Mathf.Acos(vector3.x), Mathf.Acos(vector3.y), Mathf.Acos(vector3.z))
Asin
Vector3(Mathf.Asin(vector3.x), Mathf.Asin(vector3.y), Mathf.Asin(vector3.z))
Atan
Vector3(Mathf.Atan(vector3.x), Mathf.Atan(vector3.y), Mathf.Atan(vector3.z))
Ceil
Vector3(Mathf.Ceil(vector3.x), Mathf.Ceil(vector3.y), Mathf.Ceil(vector3.z))
Clamp01
Vector3(Mathf.Clamp01(vector3.x), Mathf.Clamp01(vector3.y), Mathf.Clamp01(vector3.z))
Cos
Vector3(Mathf.Cos(vector3.x), Mathf.Cos(vector3.y), Mathf.Cos(vector3.z))
Exp
Vector3(Mathf.Exp(vector3.x), Mathf.Exp(vector3.y), Mathf.Exp(vector3.z))
Floor
Vector3(Mathf.Floor(vector3.x), Mathf.Floor(vector3.y), Mathf.Floor(vector3.y))
Log10
Vector3(Mathf.Log10(vector3.x), Mathf.Log10(vector3.y), Mathf.Log10(vector3.z))
Max
Mathf.Max(Mathf.Max(vector3.x, vector3.y), vector3.z)
Min
Mathf.Min(Mathf.Min(vector3.x, vector3.y), vector3.z)
Round
Vector3(Mathf.Round(vector3.x), Mathf.Round(vector3.y), Mathf.Round(vector3.z))
Sign
Vector3(Mathf.Sign(vector3.x), Mathf.Sign(vector3.y), Mathf.Sign(vector3.z))
Sin
Vector3(Mathf.Sin(vector3.x), ((byte)Mathf.Sin(vector3.y)), Mathf.Sin(vector3.z))
Sqrt
Vector3(Mathf.Sqrt(vector3.x), Mathf.Sqrt(vector3.y), Mathf.Sqrt(vector3.z))
Tan
Vector3(Mathf.Tan(vector3.x), Mathf.Tan(vector3.y), Mathf.Tan(vector3.z))
ConvertToColor
Color(vector3.x, vector3.y, vector3.z, 1);
ConvertToPositiveRotation
Returns a Vector3 that is of an equivalent Euler Rotation but that has all positive values and all values less than 360.