The standard implementation is a simple XOR operation between all local member variables.

Compares this Vector to another object. This should be done because the equality operators (==, !=) have been overriden by this class. Generates prime numbers. Just felt like writting one. Summary description for Quaternion. An Identity Quaternion. A Quaternion With all elements set to 0; Creates a Quaternion from a supplied angle and aXis. Value of an angle in radians. ArbitrarY aXis vector. Performs spherical quadratic interpolation. Creates a new Quaternion. Combines the euler angles in the order Yaw, pitch, roll to create a rotation quaternion Performs a Dot Product operation on 2 Quaternions. Normalizes elements of this quaterion to the range [0,1]. Gets a 3X3 rotation matriX from this Quaternion. Computes the inverse of a Quaternion. Calculates the logarithm of a Quaternion. Calculates the Exponent of a Quaternion. Overrides the Object.ToString() method to provide a teXt representation of a Quaternion. A string representation of a Quaternion. Squared 'length' of this quaternion. Local X-aXis portion of this rotation. Local Y-aXis portion of this rotation. Local Z-aXis portion of this rotation. This is the Vector Class. The number of Scalar values in the class. The Size of the class in bytes; Vector2D(1,1) Vector2D(0,0) Vector2D(1,0) Vector2D(0,1) Vector2D(0.707...,0.707...) Binds a value to Creates a Vector2D With the given length () and the given . The length () of the Vector2D to be created The angle of the from the () in Radians a Vector2D With the given length and angle. FromLengthAndAngle(1,Math.PI/2) would create a Vector2D equil to new Vector2D(0,1). And FromLengthAndAngle(1,0) would create a Vector2D equil to new Vector2D(1,0). Rotates a Vector2D. The in radians of the amount it is to be rotated. The Vector2D to be Rotated. The Rotated Vector2D Sets the of a Vector2D without changing the . The Vector2D to have its Angle set. The angle of the from the () in Radians A Vector2D with a new Angle. Determines the current in radians of the Vector2D and Returns it. The Vector2D of whos angle is to be Determined. The in radians of the Vector2D. Adds 2 Vectors2Ds. The left Vector2D operand. The right Vector2D operand. The Sum of the 2 Vector2Ds. Subtracts 2 Vector2Ds. The left Vector2D operand. The right Vector2D operand. The Difference of the 2 Vector2Ds. Uses a matrix multiplication to Transform the vector. The Transformation matrix The Vector to be transformed The transformed vector. Uses a matrix multiplication to Transform the vector. The Transformation matrix The Vector to be transformed The transformed vector. Uses a matrix multiplication to Transform the vector. The rotation matrix The Vector to be transformed The transformed vector. Does Scaler Multiplication on a Vector2D. The scalar value that will multiply the Vector2D. The Vector2D to be multiplied. The Product of the Scaler Multiplication. Does a Dot Operation Also know as an Inner Product. The left Vector2D operand. The right Vector2D operand. The Dot Product (Inner Product). Does a "2D" Cross Product also know as an Outer Product. The left Vector2D operand. The right Vector2D operand. The Z value of the resulting vector. This 2D Cross Product is using a cheat. Since the Cross product (in 3D space) always generates a vector perpendicular (orthogonal) to the 2 vectors used as arguments. The cheat is that the only vector that can be perpendicular to two vectors in the XY Plane will parallel to the Z Axis. Since any vector that is parallel to the Z Axis will have zeros in both the X and Y Fields I can represent the cross product of 2 vectors in the XY plane as single scalar: Z. Also the Cross Product of and Vector on the XY plan and that of one ont on the Z Axis will result in a vector on the XY Plane. So the ZCross Methods were well thought out and can be trusted. Does a "2D" Cross Product also know as an Outer Product. The Z value of the left vector operand. The right Vector2D operand. The Vector2D that fully represents the resulting vector. This 2D Cross Product is using a cheat. Since the Cross product (in 3D space) always generates a vector perpendicular (orthogonal) to the 2 vectors used as arguments. The cheat is that the only vector that can be perpendicular to two vectors in the XY Plane will parallel to the Z Axis. Since any vector that is parallel to the Z Axis will have zeros in both the X and Y Fields I can represent the cross product of 2 vectors in the XY plane as single scalar: Z. Also the Cross Product of and Vector on the XY plan and that of one ont on the Z Axis will result in a vector on the XY Plane. So the ZCross Methods were well thought out and can be trusted. Does a "2D" Cross Product also know as an Outer Product. The left Vector2D operand. The Z value of the right vector operand. The Vector2D that fully represents the resulting vector. This 2D Cross Product is using a cheat. Since the Cross product (in 3D space) always generates a vector perpendicular (orthogonal) to the 2 vectors used as arguments. The cheat is that the only vector that can be perpendicular to two vectors in the XY Plane will parallel to the Z Axis. Since any vector that is parallel to the Z Axis will have zeros in both the X and Y Fields I can represent the cross product of 2 vectors in the XY plane as single scalar: Z. Also the Cross Product of and Vector on the XY plan and that of one ont on the Z Axis will result in a vector on the XY Plane. So the ZCross Methods were well thought out and can be trusted. Gets the Squared of the Vector2D that is passed. The Vector2D whos Squared Magnitude is te be returned. The Squared Magnitude. Gets the of the Vector2D that is passed. The Vector2D whos Magnitude is te be returned. The Magnitude. Sets the of a Vector2D without changing the . The Vector2D whose Magnitude is to be changed. The Magnitude. A Vector2D with the new Magnitude Negates a Vector2D. The Vector2D to be Negated. The Negated Vector2D. This returns the Normalized Vector2D that is passed. This is also known as a Unit Vector. The Vector2D to be Normalized. The Normalized Vector2D. (Unit Vector) This returns the Normalized Vector2D that is passed. This is also known as a Unit Vector. The Vector2D to be Normalized. the magitude of the Vector2D passed The Normalized Vector2D. (Unit Vector) Thie Projects the left Vector2D onto the Right Vector2D. The left Vector2D operand. The right Vector2D operand. The Projected Vector2D. Gets a Vector2D that is perpendicular(orthogonal) to the passed Vector2D while staying on the XY Plane. The Vector2D whose perpendicular(orthogonal) is to be determined. An perpendicular(orthogonal) Vector2D using the Right Hand Rule Gets a Vector2D that is perpendicular(orthogonal) to the passed Vector2D while staying on the XY Plane. The Vector2D whose perpendicular(orthogonal) is to be determined. An perpendicular(orthogonal) Vector2D using the Left Hand Rule (opposite of the Right hand Rule) This is the X value. (Usually represents a horizontal position or direction.) This is the Y value. (Usually represents a vertical position or direction.) Creates a New Vector2D Instance on the Stack. The X value. The Y value. Adds 2 Vectors2Ds. The left Vector2D operand. The right Vector2D operand. The Sum of the 2 Vector2Ds. Subtracts 2 Vector2Ds. The left Vector2D operand. The right Vector2D operand. The Difference of the 2 Vector2Ds. Does Scaler Multiplication on a Vector2D. The Vector2D to be multiplied. The scalar value that will multiply the Vector2D. The Product of the Scaler Multiplication. Does Scaler Multiplication on a Vector2D. The scalar value that will multiply the Vector2D. The Vector2D to be multiplied. The Product of the Scaler Multiplication. Does a Dot Operation Also know as an Inner Product. The left Vector2D operand. The right Vector2D operand. The Dot Product (Inner Product). Negates a Vector2D. The Vector2D to be Negated. The Negated Vector2D. Does a "2D" Cross Product also know as an Outer Product. The left Vector2D operand. The right Vector2D operand. The Z value of the resulting vector. This 2D Cross Product is using a cheat. Since the Cross product (in 3D space) always generates a vector perpendicular (orthogonal) to the 2 vectors used as arguments. The cheat is that the only vector that can be perpendicular to two vectors in the XY Plane will parallel to the Z Axis. Since any vector that is parallel to the Z Axis will have zeros in both the X and Y Fields I can represent the cross product of 2 vectors in the XY plane as single scalar: Z. Also the Cross Product of and Vector on the XY plan and that of one ont on the Z Axis will result in a vector on the XY Plane. So the ZCross Methods were well thought out and can be trusted. Does a "2D" Cross Product also know as an Outer Product. The Z value of the left vector operand. The right Vector2D operand. The Vector2D that fully represents the resulting vector. This 2D Cross Product is using a cheat. Since the Cross product (in 3D space) always generates a vector perpendicular (orthogonal) to the 2 vectors used as arguments. The cheat is that the only vector that can be perpendicular to two vectors in the XY Plane will parallel to the Z Axis. Since any vector that is parallel to the Z Axis will have zeros in both the X and Y Fields I can represent the cross product of 2 vectors in the XY plane as single scalar: Z. Also the Cross Product of and Vector on the XY plan and that of one ont on the Z Axis will result in a vector on the XY Plane. So the ZCross Methods were well thought out and can be trusted. Does a "2D" Cross Product also know as an Outer Product. The left Vector2D operand. The Z value of the right vector operand. The Vector2D that fully represents the resulting vector. This 2D Cross Product is using a cheat. Since the Cross product (in 3D space) always generates a vector perpendicular (orthogonal) to the 2 vectors used as arguments. The cheat is that the only vector that can be perpendicular to two vectors in the XY Plane will parallel to the Z Axis. Since any vector that is parallel to the Z Axis will have zeros in both the X and Y Fields I can represent the cross product of 2 vectors in the XY plane as single scalar: Z. Also the Cross Product of and Vector on the XY plan and that of one ont on the Z Axis will result in a vector on the XY Plane. So the ZCross Methods were well thought out and can be trusted. Specifies whether the Vector2Ds contain the same coordinates. The left Vector2D to test. The right Vector2D to test. true if the Vector2Ds have the same coordinates; otherwise false Specifies whether the Vector2Ds do not contain the same coordinates. The left Vector2D to test. The right Vector2D to test. true if the Vector2Ds do not have the same coordinates; otherwise false Converts the numeric value of this instance to its equivalent string representation, using the specified format. the format for each scaler in this Vector Provides a unique hash code based on the member variables of this class. This should be done because the equality operators (==, !=) have been overriden by this class.

The standard implementation is a simple XOR operation between all local member variables.

Compares this Vector to another object. This should be done because the equality operators (==, !=) have been overriden by this class. Gets A perpendicular(orthogonal) Vector2D using the Right Hand Rule. Gets A perpendicular(orthogonal) Vector2D using the Left Hand Rule. Gets or Sets the Magnitude (Length) of the Vector2D. Gets the Squared Magnitude of the Vector2D. Gets or Sets the Angle in radians of the Vector2D. If the Magnitude of the Vector is 1 then The Angles {0,Math.PI/2,Math.PI/2,3*Math.PI/2} would have the vectors {(1,0),(0,1),(-1,0),(0,-1)} respectively. Gets the Normalized Vector2D. (Unit Vector) The Number of Variables accesable though the indexer. A Vector with 3 dimensions. The number of Scalar values in the class. The Size of the class in bytes; Vector3D(1,1,1) Vector3D(0,0,0) Vector3D(1,0,0) Vector3D(0,1,0) Vector3D(0,0,1) Adds 2 Vectors2Ds. The left Vector3D operand. The right Vector3D operand. The Sum of the 2 Vector3Ds. Subtracts 2 Vector3Ds. The left Vector3D operand. The right Vector3D operand. The Difference of the 2 Vector3Ds. Does Scaler Multiplication on a Vector3D. The Vector3D to be multiplied. The scalar value that will multiply the Vector3D. The Product of the Scaler Multiplication. Does Scaler Multiplication on a Vector3D. The scalar value that will multiply the Vector3D. The Vector3D to be multiplied. The Product of the Scaler Multiplication. matrix * vector [3x3 * 3x1 = 3x1] vector * matrix [1x3 * 3x3 = 1x3] Transforms the given 3-D vector by the matrix, projecting the result back into w = 1.

This means that the initial w is considered to be 1.0, and then all the tree elements of the resulting 3-D vector are divided by the resulting w.

A Matrix4. A Vector3D. A new vector.
Does a Dot Operation Also know as an Inner Product. The left Vector3D operand. The right Vector3D operand. The Dot Product (Inner Product). Does a Cross Operation Also know as an Outer Product. The left Vector3D operand. The right Vector3D operand. The Cross Product. Gets the Squared of the Vector3D that is passed. The Vector3D whos Squared Magnitude is te be returned. The Squared Magnitude. Gets the of the Vector3D that is passed. The Vector3D whos Magnitude is te be returned. The Magnitude. Sets the of a Vector3D. The Vector3D whose Magnitude is to be changed. The Magnitude. A Vector3D with the new Magnitude This returns the Normalized Vector3D that is passed. This is also known as a Unit Vector. The Vector3D to be Normalized. The Normalized Vector3D. (Unit Vector) Negates a Vector3D. The Vector3D to be Negated. The Negated Vector3D. Thie Projects the left Vector3D onto the Right Vector3D. The left Vector3D operand. The right Vector3D operand. The Projected Vector3D. This is the X value. This is the Y value. This is the Z value. Creates a New Vector3D Instance on the Stack. The X value. The Y value. The Z value. Adds 2 Vectors2Ds. The left Vector3D operand. The right Vector3D operand. The Sum of the 2 Vector3Ds. Subtracts 2 Vector3Ds. The left Vector3D operand. The right Vector3D operand. The Difference of the 2 Vector3Ds. Does Scaler Multiplication on a Vector3D. The Vector3D to be multiplied. The scalar value that will multiply the Vector3D. The Product of the Scaler Multiplication. Does Scaler Multiplication on a Vector3D. The scalar value that will multiply the Vector3D. The Vector3D to be multiplied. The Product of the Scaler Multiplication. Does a Dot Operation Also know as an Inner Product. The left Vector3D operand. The right Vector3D operand. The Dot Product (Inner Product). Transforms the given 3-D vector by the matrix, projecting the result back into w = 1.

This means that the initial w is considered to be 1.0, and then all the tree elements of the resulting 3-D vector are divided by the resulting w.

A Matrix4. A Vector3D. A new vector.
matrix * vector [3x3 * 3x1 = 3x1] vector * matrix [1x3 * 3x3 = 1x3] Negates a Vector3D. The Vector3D to be Negated. The Negated Vector3D. Does a "2D" Cross Product also know as an Outer Product. The left Vector3D operand. The right Vector3D operand. The Z value of the resulting vector. Specifies whether the Vector3Ds contain the same coordinates. The left Vector3D to test. The right Vector3D to test. true if the Vector3Ds have the same coordinates; otherwise false Specifies whether the Vector3Ds do not contain the same coordinates. The left Vector3D to test. The right Vector3D to test. true if the Vector3Ds do not have the same coordinates; otherwise false Provides a unique hash code based on the member variables of this class. This should be done because the equality operators (==, !=) have been overriden by this class.

The standard implementation is a simple XOR operation between all local member variables.

Compares this Vector to another object. This should be done because the equality operators (==, !=) have been overriden by this class. Gets or Sets the Magnitude (Length) of the Vector3D. Gets the Squared Magnitude of the Vector3D. Gets the Normalized Vector3D. (Unit Vector) The Number of Variables accesable though the indexer. A Vector with 4 dimensions. The number of Scalar values in the class. The Size of the class in bytes; Vector4D(1,1,1,1) Vector4D(0,0,0,0) Vector4D(1,0,0,0) Vector4D(0,1,0,0) Vector4D(0,0,1,0) Vector4D(0,0,0,1) Adds 2 Vectors2Ds. The left Vector4D operand. The right Vector4D operand. The Sum of the 2 Vector4Ds. Subtracts 2 Vector4Ds. The left Vector4D operand. The right Vector4D operand. The Difference of the 2 Vector4Ds. Does Scaler Multiplication on a Vector4D. The Vector4D to be multiplied. The scalar value that will multiply the Vector4D. The Product of the Scaler Multiplication. Does Scaler Multiplication on a Vector4D. The scalar value that will multiply the Vector4D. The Vector4D to be multiplied. The Product of the Scaler Multiplication. Does a Dot Operation Also know as an Inner Product. The left Vector4D operand. The right Vector4D operand. The Dot Product (Inner Product). Gets the Squared of the Vector4D that is passed. The Vector4D whos Squared Magnitude is te be returned. The Squared Magnitude. Gets the of the Vector4D that is passed. The Vector4D whos Magnitude is te be returned. The Magnitude. Sets the of a Vector4D. The Vector4D whose Magnitude is to be changed. The Magnitude. A Vector4D with the new Magnitude Negates a Vector4D. The Vector4D to be Negated. The Negated Vector4D. This returns the Normalized Vector4D that is passed. This is also known as a Unit Vector. The Vector4D to be Normalized. The Normalized Vector4D. (Unit Vector) Thie Projects the left Vector4D onto the Right Vector4D. The left Vector4D operand. The right Vector4D operand. The Projected Vector4D. This is the X value. This is the Y value. This is the Z value. This is the W value. Creates a New Vector4D Instance on the Stack. The X value. The Y value. The Z value. The W value. Adds 2 Vectors2Ds. The left Vector4D operand. The right Vector4D operand. The Sum of the 2 Vector4Ds. Subtracts 2 Vector4Ds. The left Vector4D operand. The right Vector4D operand. The Difference of the 2 Vector4Ds. Does Scaler Multiplication on a Vector4D. The Vector4D to be multiplied. The scalar value that will multiply the Vector4D. The Product of the Scaler Multiplication. Does Scaler Multiplication on a Vector4D. The scalar value that will multiply the Vector4D. The Vector4D to be multiplied. The Product of the Scaler Multiplication. Does a Dot Operation Also know as an Inner Product. The left Vector4D operand. The right Vector4D operand. The Dot Product (Inner Product). Negates a Vector4D. The Vector4D to be Negated. The Negated Vector4D. Specifies whether the Vector4Ds contain the same coordinates. The left Vector4D to test. The right Vector4D to test. true if the Vector4Ds have the same coordinates; otherwise false Specifies whether the Vector4Ds do not contain the same coordinates. The left Vector4D to test. The right Vector4D to test. true if the Vector4Ds do not have the same coordinates; otherwise false Provides a unique hash code based on the member variables of this class. This should be done because the equality operators (==, !=) have been overriden by this class.

The standard implementation is a simple XOR operation between all local member variables.