#region 程序集 UnityEngine, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
// D:\Unity\Work\DongXiang_p4\Library\UnityAssemblies\UnityEngine.dll
#endregion
using System;
using System.Reflection;
using UnityEngine.Internal;
namespace UnityEngine
{
[DefaultMember("Item")]
public struct Vector3
{
public const float kEpsilon = 1E-05F;
//x,y,z
public float x;
public float y;
public float z;
//构造
public Vector3(float x, float y);
public Vector3(float x, float y, float z);
public float this[int index] { get; set; }//下标[0][1][2]代表x,y,z Vector3 v3 = new Vector3(0, 0, 0); v3[0] = 1;
//单位向量
public static Vector3 back { get; }//前后
public static Vector3 forward { get; }
[Obsolete("Use Vector3.forward instead.")]//弃用
public static Vector3 fwd { get; }
public static Vector3 left { get; }//左右
public static Vector3 right { get; }
public static Vector3 down { get; }//上下
public static Vector3 up { get; }
public static Vector3 one { get; }
public static Vector3 zero { get; }//零向量
public float magnitude { get; }//向量长度
public Vector3 normalized { get; }//向量单位向量
public float sqrMagnitude { get; }//向量长度平方
public static float Angle(Vector3 from, Vector3 to);//两向量角度[0-180]
public static Vector3 ClampMagnitude(Vector3 vector, float maxLength);//返回向量,长度不超过maxLength
public static Vector3 Cross(Vector3 lhs, Vector3 rhs);//向量叉乘
public static float Dot(Vector3 lhs, Vector3 rhs);//两向量点乘,为(|a| * |b| * cos(angle))
public static float Distance(Vector3 a, Vector3 b);//两点间距离
public static Vector3 Lerp(Vector3 from, Vector3 to, float t);//实现平滑移动
public static float Magnitude(Vector3 a);某向量大小
public static Vector3 Max(Vector3 lhs, Vector3 rhs);//两向量中的最大最小向量
public static Vector3 Min(Vector3 lhs, Vector3 rhs);
public static Vector3 MoveTowards(Vector3 current, Vector3 target, float maxDistanceDelta);//current向 target移动,maxDistanceDelta为每秒的距离
public static Vector3 Normalize(Vector3 value);//某向量单位向量
public static void OrthoNormalize(ref Vector3 normal, ref Vector3 tangent);
public static void OrthoNormalize(ref Vector3 normal, ref Vector3 tangent, ref Vector3 binormal);
public static Vector3 Project(Vector3 vector, Vector3 onNormal);//vector 在 onNormal 上的投影
public static Vector3 ProjectOnPlane(Vector3 vector, Vector3 planeNormal);//投影vector到以planeNormal为法向量的平面上
public static Vector3 Reflect(Vector3 inDirection, Vector3 inNormal);
public static Vector3 RotateTowards(Vector3 current, Vector3 target, float maxRadiansDelta, float maxMagnitudeDelta);
public static Vector3 Scale(Vector3 a, Vector3 b);
public static Vector3 Slerp(Vector3 from, Vector3 to, float t);
[ExcludeFromDocs]
public static Vector3 SmoothDamp(Vector3 current, Vector3 target, ref Vector3 currentVelocity, float smoothTime);
[ExcludeFromDocs]
public static Vector3 SmoothDamp(Vector3 current, Vector3 target, ref Vector3 currentVelocity, float smoothTime, float maxSpeed);
public static Vector3 SmoothDamp(Vector3 current, Vector3 target, ref Vector3 currentVelocity, float smoothTime, [DefaultValue("Mathf.Infinity")] float maxSpeed, [DefaultValue("Time.deltaTime")] float deltaTime);
public static float SqrMagnitude(Vector3 a);
public override bool Equals(object other);
public override int GetHashCode();
public void Scale(Vector3 scale);
public override string ToString();
public string ToString(string format);
//操作符
public static Vector3 operator +(Vector3 a, Vector3 b);
public static Vector3 operator -(Vector3 a);
public static Vector3 operator -(Vector3 a, Vector3 b);
public static Vector3 operator *(float d, Vector3 a);
public static Vector3 operator *(Vector3 a, float d);
public static Vector3 operator /(Vector3 a, float d);
public static bool operator ==(Vector3 lhs, Vector3 rhs);
public static bool operator !=(Vector3 lhs, Vector3 rhs);
}
}
http://blog.csdn.net/liuyang_sy/article/details/46797941