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Shift
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This is the complete list of members for Shift.Vector3, including all inherited members.
| Add(Vector3 value1, Vector3 value2) | Shift.Vector3 | inlinestatic |
| Add(ref Vector3 value1, ref Vector3 value2, out Vector3 result) | Shift.Vector3 | inlinestatic |
| Backward | Shift.Vector3 | static |
| Barycentric(Vector3 value1, Vector3 value2, Vector3 value3, float amount1, float amount2) | Shift.Vector3 | inlinestatic |
| Barycentric(ref Vector3 value1, ref Vector3 value2, ref Vector3 value3, float amount1, float amount2, out Vector3 result) | Shift.Vector3 | inlinestatic |
| CatmullRom(Vector3 value1, Vector3 value2, Vector3 value3, Vector3 value4, float amount) | Shift.Vector3 | inlinestatic |
| CatmullRom(ref Vector3 value1, ref Vector3 value2, ref Vector3 value3, ref Vector3 value4, float amount, out Vector3 result) | Shift.Vector3 | inlinestatic |
| Clamp(Vector3 value1, Vector3 min, Vector3 max) | Shift.Vector3 | inlinestatic |
| Clamp(ref Vector3 value1, ref Vector3 min, ref Vector3 max, out Vector3 result) | Shift.Vector3 | inlinestatic |
| Cross(Vector3 vector1, Vector3 vector2) | Shift.Vector3 | inlinestatic |
| Cross(ref Vector3 vector1, ref Vector3 vector2, out Vector3 result) | Shift.Vector3 | inlinestatic |
| Distance(Vector3 value1, Vector3 value2) | Shift.Vector3 | inlinestatic |
| Distance(ref Vector3 value1, ref Vector3 value2, out float result) | Shift.Vector3 | inlinestatic |
| DistanceSquared(Vector3 value1, Vector3 value2) | Shift.Vector3 | inlinestatic |
| DistanceSquared(ref Vector3 value1, ref Vector3 value2, out float result) | Shift.Vector3 | inlinestatic |
| Divide(Vector3 value1, Vector3 value2) | Shift.Vector3 | inlinestatic |
| Divide(Vector3 value1, float divider) | Shift.Vector3 | inlinestatic |
| Divide(ref Vector3 value1, float divider, out Vector3 result) | Shift.Vector3 | inlinestatic |
| Divide(ref Vector3 value1, ref Vector3 value2, out Vector3 result) | Shift.Vector3 | inlinestatic |
| Dot(Vector3 value1, Vector3 value2) | Shift.Vector3 | inlinestatic |
| Dot(ref Vector3 value1, ref Vector3 value2, out float result) | Shift.Vector3 | inlinestatic |
| Down | Shift.Vector3 | static |
| Equals(object obj) | Shift.Vector3 | inline |
| Equals(Vector3 other) | Shift.Vector3 | inline |
| Forward | Shift.Vector3 | static |
| GetHashCode() | Shift.Vector3 | inline |
| Hermite(Vector3 value1, Vector3 tangent1, Vector3 value2, Vector3 tangent2, float amount) | Shift.Vector3 | inlinestatic |
| Hermite(ref Vector3 value1, ref Vector3 tangent1, ref Vector3 value2, ref Vector3 tangent2, float amount, out Vector3 result) | Shift.Vector3 | inlinestatic |
| Left | Shift.Vector3 | static |
| Length() | Shift.Vector3 | inline |
| LengthSquared() | Shift.Vector3 | inline |
| Lerp(Vector3 value1, Vector3 value2, float amount) | Shift.Vector3 | inlinestatic |
| Lerp(ref Vector3 value1, ref Vector3 value2, float amount, out Vector3 result) | Shift.Vector3 | inlinestatic |
| LerpPrecise(Vector3 value1, Vector3 value2, float amount) | Shift.Vector3 | inlinestatic |
| LerpPrecise(ref Vector3 value1, ref Vector3 value2, float amount, out Vector3 result) | Shift.Vector3 | inlinestatic |
| Max(Vector3 value1, Vector3 value2) | Shift.Vector3 | inlinestatic |
| Max(ref Vector3 value1, ref Vector3 value2, out Vector3 result) | Shift.Vector3 | inlinestatic |
| Min(Vector3 value1, Vector3 value2) | Shift.Vector3 | inlinestatic |
| Min(ref Vector3 value1, ref Vector3 value2, out Vector3 result) | Shift.Vector3 | inlinestatic |
| Multiply(Vector3 value1, Vector3 value2) | Shift.Vector3 | inlinestatic |
| Multiply(Vector3 value1, float scaleFactor) | Shift.Vector3 | inlinestatic |
| Multiply(ref Vector3 value1, float scaleFactor, out Vector3 result) | Shift.Vector3 | inlinestatic |
| Multiply(ref Vector3 value1, ref Vector3 value2, out Vector3 result) | Shift.Vector3 | inlinestatic |
| Negate(Vector3 value) | Shift.Vector3 | inlinestatic |
| Negate(ref Vector3 value, out Vector3 result) | Shift.Vector3 | inlinestatic |
| Normalize() | Shift.Vector3 | inline |
| Normalize(Vector3 value) | Shift.Vector3 | inlinestatic |
| Normalize(ref Vector3 value, out Vector3 result) | Shift.Vector3 | inlinestatic |
| One | Shift.Vector3 | static |
| operator!=(Vector3 value1, Vector3 value2) | Shift.Vector3 | inlinestatic |
| operator*(Vector3 value1, Vector3 value2) | Shift.Vector3 | inlinestatic |
| operator*(Vector3 value, float scaleFactor) | Shift.Vector3 | inlinestatic |
| operator*(float scaleFactor, Vector3 value) | Shift.Vector3 | inlinestatic |
| operator+(Vector3 value1, Vector3 value2) | Shift.Vector3 | inlinestatic |
| operator-(Vector3 value) | Shift.Vector3 | inlinestatic |
| operator-(Vector3 value1, Vector3 value2) | Shift.Vector3 | inlinestatic |
| operator/(Vector3 value1, Vector3 value2) | Shift.Vector3 | inlinestatic |
| operator/(Vector3 value1, float divider) | Shift.Vector3 | inlinestatic |
| operator==(Vector3 value1, Vector3 value2) | Shift.Vector3 | inlinestatic |
| Reflect(Vector3 vector, Vector3 normal) | Shift.Vector3 | inlinestatic |
| Reflect(ref Vector3 vector, ref Vector3 normal, out Vector3 result) | Shift.Vector3 | inlinestatic |
| Right | Shift.Vector3 | static |
| SizeInBytes | Shift.Vector3 | static |
| SmoothStep(Vector3 value1, Vector3 value2, float amount) | Shift.Vector3 | inlinestatic |
| SmoothStep(ref Vector3 value1, ref Vector3 value2, float amount, out Vector3 result) | Shift.Vector3 | inlinestatic |
| Subtract(Vector3 value1, Vector3 value2) | Shift.Vector3 | inlinestatic |
| Subtract(ref Vector3 value1, ref Vector3 value2, out Vector3 result) | Shift.Vector3 | inlinestatic |
| ToString() | Shift.Vector3 | inline |
| Transform(Vector3 position, Matrix matrix) | Shift.Vector3 | inlinestatic |
| Transform(ref Vector3 position, ref Matrix matrix, out Vector3 result) | Shift.Vector3 | inlinestatic |
| Transform(Vector3 value, Quaternion rotation) | Shift.Vector3 | inlinestatic |
| Transform(ref Vector3 value, ref Quaternion rotation, out Vector3 result) | Shift.Vector3 | inlinestatic |
| Transform(Vector3[] sourceArray, int sourceIndex, ref Matrix matrix, Vector3[] destinationArray, int destinationIndex, int length) | Shift.Vector3 | inlinestatic |
| Transform(Vector3[] sourceArray, int sourceIndex, ref Quaternion rotation, Vector3[] destinationArray, int destinationIndex, int length) | Shift.Vector3 | inlinestatic |
| Transform(Vector3[] sourceArray, ref Matrix matrix, Vector3[] destinationArray) | Shift.Vector3 | inlinestatic |
| Transform(Vector3[] sourceArray, ref Quaternion rotation, Vector3[] destinationArray) | Shift.Vector3 | inlinestatic |
| TransformNormal(Vector3 normal, Matrix matrix) | Shift.Vector3 | inlinestatic |
| TransformNormal(ref Vector3 normal, ref Matrix matrix, out Vector3 result) | Shift.Vector3 | inlinestatic |
| TransformNormal(Vector3[] sourceArray, int sourceIndex, ref Matrix matrix, Vector3[] destinationArray, int destinationIndex, int length) | Shift.Vector3 | inlinestatic |
| TransformNormal(Vector3[] sourceArray, ref Matrix matrix, Vector3[] destinationArray) | Shift.Vector3 | inlinestatic |
| UnitX | Shift.Vector3 | static |
| UnitY | Shift.Vector3 | static |
| UnitZ | Shift.Vector3 | static |
| Up | Shift.Vector3 | static |
| Vector3(float x, float y, float z) | Shift.Vector3 | inline |
| Vector3(float value) | Shift.Vector3 | inline |
| Vector3(Vector2 value, float z) | Shift.Vector3 | inline |
| X | Shift.Vector3 | |
| Y | Shift.Vector3 | |
| Z | Shift.Vector3 | |
| Zero | Shift.Vector3 | static |