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  • Vim.Math3d
    • AABox
    • AABox2D
    • AABox4D
    • AngularMotion
    • AxisAngle
    • Byte2
    • Byte3
    • Byte4
    • ColorHDR
    • ColorRGB
    • ColorRGBA
    • Complex
    • Constants
    • ContainmentType
    • CylindricalCoordinate
    • DAABox
    • DAABox2D
    • DAABox4D
    • DInterval
    • DPlane
    • DQuaternion
    • DRay
    • DSphere
    • DVector2
    • DVector3
    • DVector4
    • Euler
    • GeoCoordinate
    • Hash
    • HorizontalCoordinate
    • IMappable<TContainer, TPart>
    • Int2
    • Int3
    • Int4
    • Interval
    • IPoints
    • IPoints2D
    • ITransformable3D<TSelf>
    • Line
    • Line2D
    • LinearMotion
    • LinqUtil
    • LogPolarCoordinate
    • MathOps
    • Matrix4x4
    • Motion
    • MovementExtensions
    • Plane
    • PlaneIntersectionType
    • PolarCoordinate
    • Quad
    • Quad2D
    • Quaternion
    • Ray
    • Sphere
    • SphericalCoordinate
    • StatelessRandom
    • Stats<T>
    • Transform
    • Transformable3D
    • Triangle
    • Triangle2D
    • Vector2
    • Vector3
    • Vector4

Class MathOps

Inheritance
System.Object
MathOps
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: Vim.Math3d
Assembly: Vim.Math3D.dll
public static class MathOps

Methods

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Abs(Double)

public static double Abs(this double x)
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Abs(Int32)

public static int Abs(this int a)
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Abs(Int64)

public static long Abs(this long a)
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Abs(Single)

public static float Abs(this float x)
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Abs(DVector2)

public static DVector2 Abs(this DVector2 v)
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Abs(DVector3)

public static DVector3 Abs(this DVector3 v)
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Abs(DVector4)

public static DVector4 Abs(this DVector4 v)
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Abs(Vector2)

public static Vector2 Abs(this Vector2 v)
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Abs(Vector3)

public static Vector3 Abs(this Vector3 v)
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Abs(Vector4)

public static Vector4 Abs(this Vector4 v)
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Acos(Double)

public static double Acos(this double x)
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Acos(Single)

public static float Acos(this float x)
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Acos(DVector2)

public static DVector2 Acos(this DVector2 v)
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Acos(DVector3)

public static DVector3 Acos(this DVector3 v)
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Acos(DVector4)

public static DVector4 Acos(this DVector4 v)
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Acos(Vector2)

public static Vector2 Acos(this Vector2 v)
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Acos(Vector3)

public static Vector3 Acos(this Vector3 v)
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Acos(Vector4)

public static Vector4 Acos(this Vector4 v)
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Add(Double, Double)

public static double Add(this double v1, double v2)
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Add(Int32, Int32)

public static int Add(this int v1, int v2)
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Add(Int64, Int64)

public static long Add(this long v1, long v2)
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Add(Single, Single)

public static float Add(this float v1, float v2)
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Add(DVector2, DVector2)

public static DVector2 Add(this DVector2 v1, DVector2 v2)
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Add(DVector3, DVector3)

public static DVector3 Add(this DVector3 v1, DVector3 v2)
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Add(DVector4, DVector4)

public static DVector4 Add(this DVector4 v1, DVector4 v2)
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Add(Vector2, Vector2)

public static Vector2 Add(this Vector2 v1, Vector2 v2)
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Add(Vector3, Vector3)

public static Vector3 Add(this Vector3 v1, Vector3 v2)
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Add(Vector4, Vector4)

public static Vector4 Add(this Vector4 v1, Vector4 v2)
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AlmostEquals(Double, Double, Single)

public static bool AlmostEquals(this double v1, double v2, float tolerance = 1E-07F)
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AlmostEquals(Single, Single, Single)

public static bool AlmostEquals(this float v1, float v2, float tolerance = 1E-07F)
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AlmostZero(Double, Single)

public static bool AlmostZero(this double v, float tolerance = 1E-07F)
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AlmostZero(Single, Single)

public static bool AlmostZero(this float v, float tolerance = 1E-07F)
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Along(Vector3, Single)

public static Vector3 Along(this Vector3 v, float d)
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AlongX(Single)

public static Vector3 AlongX(this float self)
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AlongY(Single)

public static Vector3 AlongY(this float self)
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AlongZ(Single)

public static Vector3 AlongZ(this float self)
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And(Boolean, Boolean)

public static bool And(this bool a, bool b)
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And(Int32, Int32)

public static int And(this int a, int b)
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And(Int64, Int64)

public static long And(this long a, long b)
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Angle(Vector3, Vector3, Single)

public static float Angle(this Vector3 v1, Vector3 v2, float tolerance = 1E-07F)
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Asin(Double)

public static double Asin(this double x)
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Asin(Single)

public static float Asin(this float x)
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Asin(DVector2)

public static DVector2 Asin(this DVector2 v)
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Asin(DVector3)

public static DVector3 Asin(this DVector3 v)
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Asin(DVector4)

public static DVector4 Asin(this DVector4 v)
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Asin(Vector2)

public static Vector2 Asin(this Vector2 v)
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Asin(Vector3)

public static Vector3 Asin(this Vector3 v)
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Asin(Vector4)

public static Vector4 Asin(this Vector4 v)
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Atan(Double)

public static double Atan(this double x)
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Atan(Single)

public static float Atan(this float x)
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Atan(DVector2)

public static DVector2 Atan(this DVector2 v)
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Atan(DVector3)

public static DVector3 Atan(this DVector3 v)
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Atan(DVector4)

public static DVector4 Atan(this DVector4 v)
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Atan(Vector2)

public static Vector2 Atan(this Vector2 v)
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Atan(Vector3)

public static Vector3 Atan(this Vector3 v)
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Atan(Vector4)

public static Vector4 Atan(this Vector4 v)
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Average(IEnumerable<DVector2>)

public static DVector2 Average(this IEnumerable<DVector2> self)
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Average(IEnumerable<DVector3>)

public static DVector3 Average(this IEnumerable<DVector3> self)
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Average(IEnumerable<DVector4>)

public static DVector4 Average(this IEnumerable<DVector4> self)
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Average(IEnumerable<Vector2>)

public static Vector2 Average(this IEnumerable<Vector2> self)
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Average(IEnumerable<Vector3>)

public static Vector3 Average(this IEnumerable<Vector3> self)
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Average(IEnumerable<Vector4>)

public static Vector4 Average(this IEnumerable<Vector4> self)
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Average(Double, Double)

public static double Average(this double v1, double v2)
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Average(Single, Single)

public static float Average(this float v1, float v2)
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Average(DVector2, DVector2)

public static DVector2 Average(this DVector2 v1, DVector2 v2)
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Average(DVector3, DVector3)

public static DVector3 Average(this DVector3 v1, DVector3 v2)
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Average(DVector4, DVector4)

public static DVector4 Average(this DVector4 v1, DVector4 v2)
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Average(Stats<DVector2>)

public static DVector2 Average(this Stats<DVector2> self)
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Average(Stats<DVector3>)

public static DVector3 Average(this Stats<DVector3> self)
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Average(Stats<DVector4>)

public static DVector4 Average(this Stats<DVector4> self)
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Average(Stats<Vector2>)

public static Vector2 Average(this Stats<Vector2> self)
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Average(Stats<Vector3>)

public static Vector3 Average(this Stats<Vector3> self)
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Average(Stats<Vector4>)

public static Vector4 Average(this Stats<Vector4> self)
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Average(Vector2, Vector2)

public static Vector2 Average(this Vector2 v1, Vector2 v2)
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Average(Vector3, Vector3)

public static Vector3 Average(this Vector3 v1, Vector3 v2)
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Average(Vector4, Vector4)

public static Vector4 Average(this Vector4 v1, Vector4 v2)
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Barycentric(Double, Double, Double, Single, Single)

public static double Barycentric(this double v1, double v2, double v3, float u, float v)
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Barycentric(Single, Single, Single, Single, Single)

public static float Barycentric(this float v1, float v2, float v3, float u, float v)
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Barycentric(DVector2, DVector2, DVector2, Single, Single)

public static DVector2 Barycentric(this DVector2 v1, DVector2 v2, DVector2 v3, float u, float v)
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Barycentric(DVector3, DVector3, DVector3, Single, Single)

public static DVector3 Barycentric(this DVector3 v1, DVector3 v2, DVector3 v3, float u, float v)
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Barycentric(DVector4, DVector4, DVector4, Single, Single)

public static DVector4 Barycentric(this DVector4 v1, DVector4 v2, DVector4 v3, float u, float v)
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Barycentric(Vector2, Vector2, Vector2, Single, Single)

public static Vector2 Barycentric(this Vector2 v1, Vector2 v2, Vector2 v3, float u, float v)
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Barycentric(Vector3, Vector3, Vector3, Single, Single)

public static Vector3 Barycentric(this Vector3 v1, Vector3 v2, Vector3 v3, float u, float v)
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Barycentric(Vector4, Vector4, Vector4, Single, Single)

public static Vector4 Barycentric(this Vector4 v1, Vector4 v2, Vector4 v3, float u, float v)
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CatmullRom(Single, Single, Single, Single, Single)

Performs a Catmull-Rom interpolation using the specified positions.

public static float CatmullRom(this float value1, float value2, float value3, float value4, float amount)
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CatmullRom(Vector3, Vector3, Vector3, Vector3, Single)

Creates a new Vector3 that contains CatmullRom interpolation of the specified vectors.

public static Vector3 CatmullRom(this Vector3 value1, Vector3 value2, Vector3 value3, Vector3 value4, float amount)
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Ceiling(Double)

public static double Ceiling(this double x)
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Ceiling(Single)

public static float Ceiling(this float x)
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Ceiling(DVector2)

public static DVector2 Ceiling(this DVector2 v)
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Ceiling(DVector3)

public static DVector3 Ceiling(this DVector3 v)
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Ceiling(DVector4)

public static DVector4 Ceiling(this DVector4 v)
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Ceiling(Vector2)

public static Vector2 Ceiling(this Vector2 v)
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Ceiling(Vector3)

public static Vector3 Ceiling(this Vector3 v)
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Ceiling(Vector4)

public static Vector4 Ceiling(this Vector4 v)
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Clamp(Double, Double, Double)

public static double Clamp(this double v, double min, double max)
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Clamp(Int32, Int32, Int32)

public static int Clamp(this int v, int min, int max)
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Clamp(Int64, Int64, Int64)

public static long Clamp(this long v, long min, long max)
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Clamp(Single, Single, Single)

public static float Clamp(this float v, float min, float max)
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Clamp(DVector2, DVector2, DVector2)

public static DVector2 Clamp(this DVector2 v, DVector2 min, DVector2 max)
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Clamp(DVector3, DVector3, DVector3)

public static DVector3 Clamp(this DVector3 v, DVector3 min, DVector3 max)
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Clamp(DVector4, DVector4, DVector4)

public static DVector4 Clamp(this DVector4 v, DVector4 min, DVector4 max)
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Clamp(Vector2, Vector2, Vector2)

public static Vector2 Clamp(this Vector2 v, Vector2 min, Vector2 max)
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Clamp(Vector3, Vector3, Vector3)

public static Vector3 Clamp(this Vector3 v, Vector3 min, Vector3 max)
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Clamp(Vector4, Vector4, Vector4)

public static Vector4 Clamp(this Vector4 v, Vector4 min, Vector4 max)
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ClampLower(Double, Double)

public static double ClampLower(this double v, double min)
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ClampLower(Single, Single)

public static float ClampLower(this float v, float min)
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ClampLower(DVector2, DVector2)

public static DVector2 ClampLower(this DVector2 v, DVector2 min)
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ClampLower(DVector3, DVector3)

public static DVector3 ClampLower(this DVector3 v, DVector3 min)
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ClampLower(DVector4, DVector4)

public static DVector4 ClampLower(this DVector4 v, DVector4 min)
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ClampLower(Vector2, Vector2)

public static Vector2 ClampLower(this Vector2 v, Vector2 min)
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ClampLower(Vector3, Vector3)

public static Vector3 ClampLower(this Vector3 v, Vector3 min)
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ClampLower(Vector4, Vector4)

public static Vector4 ClampLower(this Vector4 v, Vector4 min)
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ClampUpper(Double, Double)

public static double ClampUpper(this double v, double max)
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ClampUpper(Single, Single)

public static float ClampUpper(this float v, float max)
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ClampUpper(DVector2, DVector2)

public static DVector2 ClampUpper(this DVector2 v, DVector2 max)
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ClampUpper(DVector3, DVector3)

public static DVector3 ClampUpper(this DVector3 v, DVector3 max)
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ClampUpper(DVector4, DVector4)

public static DVector4 ClampUpper(this DVector4 v, DVector4 max)
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ClampUpper(Vector2, Vector2)

public static Vector2 ClampUpper(this Vector2 v, Vector2 max)
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ClampUpper(Vector3, Vector3)

public static Vector3 ClampUpper(this Vector3 v, Vector3 max)
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ClampUpper(Vector4, Vector4)

public static Vector4 ClampUpper(this Vector4 v, Vector4 max)
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Colinear(Vector3, Vector3, Single)

public static bool Colinear(this Vector3 v1, Vector3 v2, float tolerance = 1E-07F)
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Coplanar(Vector3, Vector3, Vector3, Vector3, Single)

Returns true if the four points are co-planar.

public static bool Coplanar(Vector3 v1, Vector3 v2, Vector3 v3, Vector3 v4, float epsilon = 1E-07F)
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Cos(Double)

public static double Cos(this double x)
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Cos(Single)

public static float Cos(this float x)
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Cos(DVector2)

public static DVector2 Cos(this DVector2 v)
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Cos(DVector3)

public static DVector3 Cos(this DVector3 v)
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Cos(DVector4)

public static DVector4 Cos(this DVector4 v)
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Cos(Vector2)

public static Vector2 Cos(this Vector2 v)
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Cos(Vector3)

public static Vector3 Cos(this Vector3 v)
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Cos(Vector4)

public static Vector4 Cos(this Vector4 v)
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Cosh(Double)

public static double Cosh(this double x)
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Cosh(Single)

public static float Cosh(this float x)
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Cosh(DVector2)

public static DVector2 Cosh(this DVector2 v)
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Cosh(DVector3)

public static DVector3 Cosh(this DVector3 v)
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Cosh(DVector4)

public static DVector4 Cosh(this DVector4 v)
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Cosh(Vector2)

public static Vector2 Cosh(this Vector2 v)
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Cosh(Vector3)

public static Vector3 Cosh(this Vector3 v)
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Cosh(Vector4)

public static Vector4 Cosh(this Vector4 v)
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Cross(Vector3, Vector3)

public static Vector3 Cross(Vector3 a, Vector3 b)
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Cube(Double)

public static double Cube(this double x)
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Cube(Int32)

public static int Cube(this int x)
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Cube(Int64)

public static long Cube(this long x)
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Cube(Single)

public static float Cube(this float x)
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Cube(DVector2)

public static DVector2 Cube(this DVector2 v)
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Cube(DVector3)

public static DVector3 Cube(this DVector3 v)
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Cube(DVector4)

public static DVector4 Cube(this DVector4 v)
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Cube(Vector2)

public static Vector2 Cube(this Vector2 v)
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Cube(Vector3)

public static Vector3 Cube(this Vector3 v)
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Cube(Vector4)

public static Vector4 Cube(this Vector4 v)
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Distance(Double, Double)

public static double Distance(this double v1, double v2)
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Distance(Single, Single)

public static float Distance(this float v1, float v2)
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Distance(DVector2, DVector2)

public static double Distance(this DVector2 v1, DVector2 v2)
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Distance(DVector3, DVector3)

public static double Distance(this DVector3 v1, DVector3 v2)
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Distance(DVector4, DVector4)

public static double Distance(this DVector4 v1, DVector4 v2)
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Distance(Vector2, Vector2)

public static float Distance(this Vector2 v1, Vector2 v2)
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Distance(Vector3, Vector3)

public static float Distance(this Vector3 v1, Vector3 v2)
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Distance(Vector4, Vector4)

public static float Distance(this Vector4 v1, Vector4 v2)
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DistanceSquared(DVector2, DVector2)

public static double DistanceSquared(this DVector2 v1, DVector2 v2)
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DistanceSquared(DVector3, DVector3)

public static double DistanceSquared(this DVector3 v1, DVector3 v2)
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DistanceSquared(DVector4, DVector4)

public static double DistanceSquared(this DVector4 v1, DVector4 v2)
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DistanceSquared(Vector2, Vector2)

public static float DistanceSquared(this Vector2 v1, Vector2 v2)
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DistanceSquared(Vector3, Vector3)

public static float DistanceSquared(this Vector3 v1, Vector3 v2)
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DistanceSquared(Vector4, Vector4)

public static float DistanceSquared(this Vector4 v1, Vector4 v2)
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Divide(Double, Double)

public static double Divide(this double v1, double v2)
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Divide(Int32, Int32)

public static int Divide(this int v1, int v2)
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Divide(Int64, Int64)

public static long Divide(this long v1, long v2)
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Divide(Single, Single)

public static float Divide(this float v1, float v2)
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Divide(DVector2, DVector2)

public static DVector2 Divide(this DVector2 v1, DVector2 v2)
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Divide(DVector3, DVector3)

public static DVector3 Divide(this DVector3 v1, DVector3 v2)
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Divide(DVector4, DVector4)

public static DVector4 Divide(this DVector4 v1, DVector4 v2)
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Divide(Vector2, Vector2)

public static Vector2 Divide(this Vector2 v1, Vector2 v2)
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Divide(Vector3, Vector3)

public static Vector3 Divide(this Vector3 v1, Vector3 v2)
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Divide(Vector4, Vector4)

public static Vector4 Divide(this Vector4 v1, Vector4 v2)
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DivideRoundUp(Int32, Int32)

public static int DivideRoundUp(this int a, int b)
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DivideRoundUp(Int64, Int64)

public static long DivideRoundUp(this long a, long b)
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Dot(DVector2, DVector2)

public static double Dot(this DVector2 v1, DVector2 v2)
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Dot(DVector3, DVector3)

public static double Dot(this DVector3 v1, DVector3 v2)
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Dot(DVector4, DVector4)

public static double Dot(this DVector4 v1, DVector4 v2)
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Dot(Vector2, Vector2)

public static float Dot(this Vector2 v1, Vector2 v2)
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Dot(Vector3, Vector3)

public static float Dot(this Vector3 v1, Vector3 v2)
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Dot(Vector4, Vector4)

public static float Dot(this Vector4 v1, Vector4 v2)
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Eq(Boolean, Boolean)

public static bool Eq(this bool a, bool b)
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Eq(Double, Double)

public static bool Eq(this double v1, double v2)
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Eq(Int32, Int32)

public static bool Eq(this int v1, int v2)
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Eq(Int64, Int64)

public static bool Eq(this long v1, long v2)
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Eq(Single, Single)

public static bool Eq(this float v1, float v2)
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Exp(Double)

public static double Exp(this double x)
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Exp(Single)

public static float Exp(this float x)
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Exp(DVector2)

public static DVector2 Exp(this DVector2 v)
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Exp(DVector3)

public static DVector3 Exp(this DVector3 v)
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Exp(DVector4)

public static DVector4 Exp(this DVector4 v)
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Exp(Vector2)

public static Vector2 Exp(this Vector2 v)
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Exp(Vector3)

public static Vector3 Exp(this Vector3 v)
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Exp(Vector4)

public static Vector4 Exp(this Vector4 v)
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Extents(IEnumerable<DVector2>)

public static DVector2 Extents(this IEnumerable<DVector2> self)
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Extents(IEnumerable<DVector3>)

public static DVector3 Extents(this IEnumerable<DVector3> self)
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Extents(IEnumerable<DVector4>)

public static DVector4 Extents(this IEnumerable<DVector4> self)
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Extents(IEnumerable<Vector2>)

public static Vector2 Extents(this IEnumerable<Vector2> self)
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Extents(IEnumerable<Vector3>)

public static Vector3 Extents(this IEnumerable<Vector3> self)
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Extents(IEnumerable<Vector4>)

public static Vector4 Extents(this IEnumerable<Vector4> self)
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Extents(Stats<DVector2>)

public static DVector2 Extents(this Stats<DVector2> self)
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Extents(Stats<DVector3>)

public static DVector3 Extents(this Stats<DVector3> self)
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Extents(Stats<DVector4>)

public static DVector4 Extents(this Stats<DVector4> self)
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Extents(Stats<Vector2>)

public static Vector2 Extents(this Stats<Vector2> self)
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Extents(Stats<Vector3>)

public static Vector3 Extents(this Stats<Vector3> self)
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Extents(Stats<Vector4>)

public static Vector4 Extents(this Stats<Vector4> self)
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Floor(Double)

public static double Floor(this double x)
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Floor(Single)

public static float Floor(this float x)
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Floor(DVector2)

public static DVector2 Floor(this DVector2 v)
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Floor(DVector3)

public static DVector3 Floor(this DVector3 v)
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Floor(DVector4)

public static DVector4 Floor(this DVector4 v)
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Floor(Vector2)

public static Vector2 Floor(this Vector2 v)
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Floor(Vector3)

public static Vector3 Floor(this Vector3 v)
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Floor(Vector4)

public static Vector4 Floor(this Vector4 v)
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Gt(Double, Double)

public static bool Gt(this double v1, double v2)
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Gt(Int32, Int32)

public static bool Gt(this int v1, int v2)
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Gt(Int64, Int64)

public static bool Gt(this long v1, long v2)
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Gt(Single, Single)

public static bool Gt(this float v1, float v2)
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GtEq(Double, Double)

public static bool GtEq(this double v1, double v2)
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GtEq(Int32, Int32)

public static bool GtEq(this int v1, int v2)
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GtEq(Int64, Int64)

public static bool GtEq(this long v1, long v2)
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GtEq(Single, Single)

public static bool GtEq(this float v1, float v2)
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Hermite(Single, Single, Single, Single, Single)

Performs a Hermite spline interpolation.

public static float Hermite(this float value1, float tangent1, float value2, float tangent2, float amount)
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Hermite(Vector3, Vector3, Vector3, Vector3, Single)

Creates a new Vector3 that contains hermite spline interpolation.

public static Vector3 Hermite(this Vector3 value1, Vector3 tangent1, Vector3 value2, Vector3 tangent2, float amount)
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Inverse(Double)

public static double Inverse(this double x)
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Inverse(Single)

public static float Inverse(this float x)
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Inverse(DVector2)

public static DVector2 Inverse(this DVector2 v)
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Inverse(DVector3)

public static DVector3 Inverse(this DVector3 v)
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Inverse(DVector4)

public static DVector4 Inverse(this DVector4 v)
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Inverse(Matrix4x4)

public static Matrix4x4 Inverse(this Matrix4x4 m)
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Inverse(Vector2)

public static Vector2 Inverse(this Vector2 v)
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Inverse(Vector3)

public static Vector3 Inverse(this Vector3 v)
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Inverse(Vector4)

public static Vector4 Inverse(this Vector4 v)
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InverseLerp(Double, Double, Double)

public static double InverseLerp(this double v, double a, double b)
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InverseLerp(Single, Single, Single)

public static float InverseLerp(this float v, float a, float b)
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InverseLerp(DVector2, DVector2, DVector2)

public static DVector2 InverseLerp(this DVector2 v, DVector2 a, DVector2 b)
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InverseLerp(DVector3, DVector3, DVector3)

public static DVector3 InverseLerp(this DVector3 v, DVector3 a, DVector3 b)
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InverseLerp(DVector4, DVector4, DVector4)

public static DVector4 InverseLerp(this DVector4 v, DVector4 a, DVector4 b)
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InverseLerp(Vector2, Vector2, Vector2)

public static Vector2 InverseLerp(this Vector2 v, Vector2 a, Vector2 b)
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InverseLerp(Vector3, Vector3, Vector3)

public static Vector3 InverseLerp(this Vector3 v, Vector3 a, Vector3 b)
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InverseLerp(Vector4, Vector4, Vector4)

public static Vector4 InverseLerp(this Vector4 v, Vector4 a, Vector4 b)
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IsBackFace(Vector3, Vector3)

public static bool IsBackFace(this Vector3 normal, Vector3 lineOfSight)
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IsEven(Int32)

public static bool IsEven(this int n)
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IsEven(Int64)

public static bool IsEven(this long n)
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IsInfinity(Double)

public static bool IsInfinity(this double v)
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IsInfinity(Int32)

public static bool IsInfinity(this int n)
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IsInfinity(Int64)

public static bool IsInfinity(this long n)
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IsInfinity(Single)

public static bool IsInfinity(this float v)
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IsNaN(Double)

public static bool IsNaN(this double v)
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IsNaN(Int32)

public static bool IsNaN(this int n)
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IsNaN(Int64)

public static bool IsNaN(this long n)
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IsNaN(Single)

public static bool IsNaN(this float v)
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IsNonZeroAndValid(Single, Single)

public static bool IsNonZeroAndValid(this float self, float tolerance = 1E-07F)
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IsNonZeroAndValid(Vector3)

public static bool IsNonZeroAndValid(this Vector3 self)
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IsOdd(Int32)

public static bool IsOdd(this int n)
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IsOdd(Int64)

public static bool IsOdd(this long n)
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IsPerpendicular(Vector3, Vector3, Single)

public static bool IsPerpendicular(this Vector3 v1, Vector3 v2, float tolerance = 1E-07F)
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IsPowerOfTwo(Int32)

public static bool IsPowerOfTwo(this int v)
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IsPowerOfTwo(Int64)

public static bool IsPowerOfTwo(this long v)
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IsZeroOrInvalid(Vector3)

public static bool IsZeroOrInvalid(this Vector3 self)
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Length(DVector2)

public static double Length(this DVector2 v)
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Length(DVector3)

public static double Length(this DVector3 v)
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Length(DVector4)

public static double Length(this DVector4 v)
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Length(Vector2)

public static float Length(this Vector2 v)
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Length(Vector3)

public static float Length(this Vector3 v)
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Length(Vector4)

public static float Length(this Vector4 v)
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LengthSquared(DVector2)

public static double LengthSquared(this DVector2 v)
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LengthSquared(DVector3)

public static double LengthSquared(this DVector3 v)
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LengthSquared(DVector4)

public static double LengthSquared(this DVector4 v)
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LengthSquared(Vector2)

public static float LengthSquared(this Vector2 v)
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LengthSquared(Vector3)

public static float LengthSquared(this Vector3 v)
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LengthSquared(Vector4)

public static float LengthSquared(this Vector4 v)
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Lerp(Double, Double, Single)

public static double Lerp(this double v1, double v2, float t)
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Lerp(Single, Single, Single)

public static float Lerp(this float v1, float v2, float t)
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Lerp(DVector2, DVector2, Single)

public static DVector2 Lerp(this DVector2 v1, DVector2 v2, float t)
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Lerp(DVector3, DVector3, Single)

public static DVector3 Lerp(this DVector3 v1, DVector3 v2, float t)
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Lerp(DVector4, DVector4, Single)

public static DVector4 Lerp(this DVector4 v1, DVector4 v2, float t)
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Lerp(Vector2, Vector2, Single)

public static Vector2 Lerp(this Vector2 v1, Vector2 v2, float t)
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Lerp(Vector3, Vector3, Single)

public static Vector3 Lerp(this Vector3 v1, Vector3 v2, float t)
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Lerp(Vector4, Vector4, Single)

public static Vector4 Lerp(this Vector4 v1, Vector4 v2, float t)
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LerpPrecise(Double, Double, Single)

public static double LerpPrecise(this double v1, double v2, float t)
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LerpPrecise(Single, Single, Single)

public static float LerpPrecise(this float v1, float v2, float t)
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LerpPrecise(DVector2, DVector2, Single)

public static DVector2 LerpPrecise(this DVector2 v1, DVector2 v2, float t)
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LerpPrecise(DVector3, DVector3, Single)

public static DVector3 LerpPrecise(this DVector3 v1, DVector3 v2, float t)
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LerpPrecise(DVector4, DVector4, Single)

public static DVector4 LerpPrecise(this DVector4 v1, DVector4 v2, float t)
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LerpPrecise(Vector2, Vector2, Single)

public static Vector2 LerpPrecise(this Vector2 v1, Vector2 v2, float t)
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LerpPrecise(Vector3, Vector3, Single)

public static Vector3 LerpPrecise(this Vector3 v1, Vector3 v2, float t)
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LerpPrecise(Vector4, Vector4, Single)

public static Vector4 LerpPrecise(this Vector4 v1, Vector4 v2, float t)
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Log(Double)

public static double Log(this double x)
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Log(Single)

public static float Log(this float x)
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Log(DVector2)

public static DVector2 Log(this DVector2 v)
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Log(DVector3)

public static DVector3 Log(this DVector3 v)
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Log(DVector4)

public static DVector4 Log(this DVector4 v)
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Log(Vector2)

public static Vector2 Log(this Vector2 v)
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Log(Vector3)

public static Vector3 Log(this Vector3 v)
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Log(Vector4)

public static Vector4 Log(this Vector4 v)
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Log10(Double)

public static double Log10(this double x)
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Log10(Single)

public static float Log10(this float x)
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Log10(DVector2)

public static DVector2 Log10(this DVector2 v)
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Log10(DVector3)

public static DVector3 Log10(this DVector3 v)
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Log10(DVector4)

public static DVector4 Log10(this DVector4 v)
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Log10(Vector2)

public static Vector2 Log10(this Vector2 v)
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Log10(Vector3)

public static Vector3 Log10(this Vector3 v)
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Log10(Vector4)

public static Vector4 Log10(this Vector4 v)
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Lt(Double, Double)

public static bool Lt(this double v1, double v2)
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Lt(Int32, Int32)

public static bool Lt(this int v1, int v2)
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Lt(Int64, Int64)

public static bool Lt(this long v1, long v2)
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Lt(Single, Single)

public static bool Lt(this float v1, float v2)
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LtEq(Double, Double)

public static bool LtEq(this double v1, double v2)
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LtEq(Int32, Int32)

public static bool LtEq(this int v1, int v2)
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LtEq(Int64, Int64)

public static bool LtEq(this long v1, long v2)
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LtEq(Single, Single)

public static bool LtEq(this float v1, float v2)
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Magnitude(Double)

public static double Magnitude(this double x)
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Magnitude(Int32)

public static int Magnitude(this int x)
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Magnitude(Int64)

public static long Magnitude(this long x)
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Magnitude(Single)

public static float Magnitude(this float x)
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MagnitudeSquared(Double)

public static double MagnitudeSquared(this double x)
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MagnitudeSquared(Int32)

public static int MagnitudeSquared(this int x)
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MagnitudeSquared(Int64)

public static long MagnitudeSquared(this long x)
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MagnitudeSquared(Single)

public static float MagnitudeSquared(this float x)
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Max(IEnumerable<DVector2>)

public static DVector2 Max(this IEnumerable<DVector2> self)
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Max(IEnumerable<DVector3>)

public static DVector3 Max(this IEnumerable<DVector3> self)
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Max(IEnumerable<DVector4>)

public static DVector4 Max(this IEnumerable<DVector4> self)
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Max(IEnumerable<Vector2>)

public static Vector2 Max(this IEnumerable<Vector2> self)
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Max(IEnumerable<Vector3>)

public static Vector3 Max(this IEnumerable<Vector3> self)
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Max(IEnumerable<Vector4>)

public static Vector4 Max(this IEnumerable<Vector4> self)
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Max(Double, Double)

public static double Max(this double v1, double v2)
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Max(Int32, Int32)

public static int Max(this int v1, int v2)
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Max(Int64, Int64)

public static long Max(this long v1, long v2)
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Max(Single, Single)

public static float Max(this float v1, float v2)
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Max(DVector2, DVector2)

public static DVector2 Max(this DVector2 v1, DVector2 v2)
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Max(DVector3, DVector3)

public static DVector3 Max(this DVector3 v1, DVector3 v2)
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Max(DVector4, DVector4)

public static DVector4 Max(this DVector4 v1, DVector4 v2)
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Max(Vector2, Vector2)

public static Vector2 Max(this Vector2 v1, Vector2 v2)
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Max(Vector3, Vector3)

public static Vector3 Max(this Vector3 v1, Vector3 v2)
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Max(Vector4, Vector4)

public static Vector4 Max(this Vector4 v1, Vector4 v2)
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Middle(IEnumerable<DVector2>)

public static DVector2 Middle(this IEnumerable<DVector2> self)
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Middle(IEnumerable<DVector3>)

public static DVector3 Middle(this IEnumerable<DVector3> self)
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Middle(IEnumerable<DVector4>)

public static DVector4 Middle(this IEnumerable<DVector4> self)
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Middle(IEnumerable<Vector2>)

public static Vector2 Middle(this IEnumerable<Vector2> self)
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Middle(IEnumerable<Vector3>)

public static Vector3 Middle(this IEnumerable<Vector3> self)
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Middle(IEnumerable<Vector4>)

public static Vector4 Middle(this IEnumerable<Vector4> self)
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Middle(Stats<DVector2>)

public static DVector2 Middle(this Stats<DVector2> self)
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Middle(Stats<DVector3>)

public static DVector3 Middle(this Stats<DVector3> self)
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Middle(Stats<DVector4>)

public static DVector4 Middle(this Stats<DVector4> self)
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Middle(Stats<Vector2>)

public static Vector2 Middle(this Stats<Vector2> self)
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Middle(Stats<Vector3>)

public static Vector3 Middle(this Stats<Vector3> self)
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Middle(Stats<Vector4>)

public static Vector4 Middle(this Stats<Vector4> self)
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Min(IEnumerable<DVector2>)

public static DVector2 Min(this IEnumerable<DVector2> self)
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Min(IEnumerable<DVector3>)

public static DVector3 Min(this IEnumerable<DVector3> self)
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Min(IEnumerable<DVector4>)

public static DVector4 Min(this IEnumerable<DVector4> self)
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Min(IEnumerable<Vector2>)

public static Vector2 Min(this IEnumerable<Vector2> self)
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Min(IEnumerable<Vector3>)

public static Vector3 Min(this IEnumerable<Vector3> self)
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Min(IEnumerable<Vector4>)

public static Vector4 Min(this IEnumerable<Vector4> self)
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Min(Double, Double)

public static double Min(this double v1, double v2)
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Min(Int32, Int32)

public static int Min(this int v1, int v2)
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Min(Int64, Int64)

public static long Min(this long v1, long v2)
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Min(Single, Single)

public static float Min(this float v1, float v2)
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Min(DVector2, DVector2)

public static DVector2 Min(this DVector2 v1, DVector2 v2)
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Min(DVector3, DVector3)

public static DVector3 Min(this DVector3 v1, DVector3 v2)
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Min(DVector4, DVector4)

public static DVector4 Min(this DVector4 v1, DVector4 v2)
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Min(Vector2, Vector2)

public static Vector2 Min(this Vector2 v1, Vector2 v2)
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Min(Vector3, Vector3)

public static Vector3 Min(this Vector3 v1, Vector3 v2)
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Min(Vector4, Vector4)

public static Vector4 Min(this Vector4 v1, Vector4 v2)
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Multiply(Double, Double)

public static double Multiply(this double v1, double v2)
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Multiply(Int32, Int32)

public static int Multiply(this int v1, int v2)
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Multiply(Int64, Int64)

public static long Multiply(this long v1, long v2)
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Multiply(Single, Single)

public static float Multiply(this float v1, float v2)
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Multiply(DVector2, DVector2)

public static DVector2 Multiply(this DVector2 v1, DVector2 v2)
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Multiply(DVector3, DVector3)

public static DVector3 Multiply(this DVector3 v1, DVector3 v2)
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Multiply(DVector4, DVector4)

public static DVector4 Multiply(this DVector4 v1, DVector4 v2)
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Multiply(Vector2, Vector2)

public static Vector2 Multiply(this Vector2 v1, Vector2 v2)
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Multiply(Vector3, Vector3)

public static Vector3 Multiply(this Vector3 v1, Vector3 v2)
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Multiply(Vector4, Vector4)

public static Vector4 Multiply(this Vector4 v1, Vector4 v2)
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NAnd(Boolean, Boolean)

public static bool NAnd(this bool a, bool b)
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NAnd(Int32, Int32)

public static int NAnd(this int a, int b)
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NAnd(Int64, Int64)

public static long NAnd(this long a, long b)
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Negate(Double)

public static double Negate(this double v)
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Negate(Int32)

public static int Negate(this int v)
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Negate(Int64)

public static long Negate(this long v)
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Negate(Single)

public static float Negate(this float v)
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Negate(DVector2)

public static DVector2 Negate(this DVector2 v)
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Negate(DVector3)

public static DVector3 Negate(this DVector3 v)
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Negate(DVector4)

public static DVector4 Negate(this DVector4 v)
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Negate(Vector2)

public static Vector2 Negate(this Vector2 v)
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Negate(Vector3)

public static Vector3 Negate(this Vector3 v)
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Negate(Vector4)

public static Vector4 Negate(this Vector4 v)
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NEq(Boolean, Boolean)

public static bool NEq(this bool a, bool b)
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NEq(Double, Double)

public static bool NEq(this double v1, double v2)
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NEq(Int32, Int32)

public static bool NEq(this int v1, int v2)
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NEq(Int64, Int64)

public static bool NEq(this long v1, long v2)
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NEq(Single, Single)

public static bool NEq(this float v1, float v2)
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NOr(Boolean, Boolean)

public static bool NOr(this bool a, bool b)
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NOr(Int32, Int32)

public static int NOr(this int a, int b)
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NOr(Int64, Int64)

public static long NOr(this long a, long b)
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Normalize(DVector2)

public static DVector2 Normalize(this DVector2 v)
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Normalize(DVector3)

public static DVector3 Normalize(this DVector3 v)
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Normalize(DVector4)

public static DVector4 Normalize(this DVector4 v)
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Normalize(Vector2)

public static Vector2 Normalize(this Vector2 v)
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Normalize(Vector3)

public static Vector3 Normalize(this Vector3 v)
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Normalize(Vector4)

public static Vector4 Normalize(this Vector4 v)
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Not(Boolean)

public static bool Not(this bool a)
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Not(Int32)

public static int Not(this int a)
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Not(Int64)

public static long Not(this long a)
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Or(Boolean, Boolean)

public static bool Or(this bool a, bool b)
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Or(Int32, Int32)

public static int Or(this int a, int b)
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Or(Int64, Int64)

public static long Or(this long a, long b)
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Percentage(Double, Double)

Expresses two vlaues as a ratio

public static double Percentage(double denominator, double numerator)
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Projection(Vector3, Vector3)

public static Vector3 Projection(this Vector3 v1, Vector3 v2)
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RayFromProjectionMatrix(Matrix4x4, Vector2)

public static Ray RayFromProjectionMatrix(this Matrix4x4 projection, Vector2 normalisedScreenCoordinates)
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Reflect(Vector2, Vector2)

Returns the reflection of a vector off a surface that has the specified normal.

public static Vector2 Reflect(Vector2 vector, Vector2 normal)
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Reflect(Vector3, Vector3)

Returns the reflection of a vector off a surface that has the specified normal.

public static Vector3 Reflect(Vector3 vector, Vector3 normal)
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Rejection(Vector3, Vector3)

public static Vector3 Rejection(this Vector3 v1, Vector3 v2)
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Rotate(Vector3, Vector3, Single)

public static Vector3 Rotate(this Vector3 self, Vector3 axis, float angle)
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Round(Double)

public static double Round(this double x)
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Round(Single)

public static float Round(this float x)
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Round(DVector2)

public static DVector2 Round(this DVector2 v)
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Round(DVector3)

public static DVector3 Round(this DVector3 v)
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Round(DVector4)

public static DVector4 Round(this DVector4 v)
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Round(Vector2)

public static Vector2 Round(this Vector2 v)
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Round(Vector3)

public static Vector3 Round(this Vector3 v)
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Round(Vector4)

public static Vector4 Round(this Vector4 v)
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SafeNormalize(DVector2)

public static DVector2 SafeNormalize(this DVector2 v)
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SafeNormalize(DVector3)

public static DVector3 SafeNormalize(this DVector3 v)
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SafeNormalize(DVector4)

public static DVector4 SafeNormalize(this DVector4 v)
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SafeNormalize(Vector2)

public static Vector2 SafeNormalize(this Vector2 v)
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SafeNormalize(Vector3)

public static Vector3 SafeNormalize(this Vector3 v)
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SafeNormalize(Vector4)

public static Vector4 SafeNormalize(this Vector4 v)
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Sign(Double)

public static int Sign(this double x)
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Sign(Single)

public static int Sign(this float x)
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SignedAngle(Vector3, Vector3)

public static float SignedAngle(this Vector3 from, Vector3 to)
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SignedAngle(Vector3, Vector3, Vector3)

public static float SignedAngle(Vector3 from, Vector3 to, Vector3 axis)
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Sin(Double)

public static double Sin(this double x)
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Sin(Single)

public static float Sin(this float x)
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Sin(DVector2)

public static DVector2 Sin(this DVector2 v)
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Sin(DVector3)

public static DVector3 Sin(this DVector3 v)
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Sin(DVector4)

public static DVector4 Sin(this DVector4 v)
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Sin(Vector2)

public static Vector2 Sin(this Vector2 v)
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Sin(Vector3)

public static Vector3 Sin(this Vector3 v)
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Sin(Vector4)

public static Vector4 Sin(this Vector4 v)
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Sinh(Double)

public static double Sinh(this double x)
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Sinh(Single)

public static float Sinh(this float x)
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Sinh(DVector2)

public static DVector2 Sinh(this DVector2 v)
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Sinh(DVector3)

public static DVector3 Sinh(this DVector3 v)
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Sinh(DVector4)

public static DVector4 Sinh(this DVector4 v)
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Sinh(Vector2)

public static Vector2 Sinh(this Vector2 v)
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Sinh(Vector3)

public static Vector3 Sinh(this Vector3 v)
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Sinh(Vector4)

public static Vector4 Sinh(this Vector4 v)
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Smoothstep(Double)

public static double Smoothstep(this double v)
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Smoothstep(Single)

public static float Smoothstep(this float v)
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SmoothStep(Single, Single, Single)

Interpolates between two values using a cubic equation (Hermite), clamping the amount to 0 to 1

public static float SmoothStep(this float value1, float value2, float amount)
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SmoothStep(Vector3, Vector3, Single)

Creates a new Vector3 that contains cubic interpolation of the specified vectors.

public static Vector3 SmoothStep(this Vector3 value1, Vector3 value2, float amount)
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Sqr(Double)

public static double Sqr(this double x)
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Sqr(Int32)

public static int Sqr(this int x)
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Sqr(Int64)

public static long Sqr(this long x)
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Sqr(Single)

public static float Sqr(this float x)
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Sqr(DVector2)

public static DVector2 Sqr(this DVector2 v)
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Sqr(DVector3)

public static DVector3 Sqr(this DVector3 v)
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Sqr(DVector4)

public static DVector4 Sqr(this DVector4 v)
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Sqr(Vector2)

public static Vector2 Sqr(this Vector2 v)
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Sqr(Vector3)

public static Vector3 Sqr(this Vector3 v)
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Sqr(Vector4)

public static Vector4 Sqr(this Vector4 v)
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Sqrt(Double)

public static double Sqrt(this double x)
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Sqrt(Single)

public static float Sqrt(this float x)
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Sqrt(DVector2)

public static DVector2 Sqrt(this DVector2 v)
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Sqrt(DVector3)

public static DVector3 Sqrt(this DVector3 v)
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Sqrt(DVector4)

public static DVector4 Sqrt(this DVector4 v)
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Sqrt(Vector2)

public static Vector2 Sqrt(this Vector2 v)
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Sqrt(Vector3)

public static Vector3 Sqrt(this Vector3 v)
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Sqrt(Vector4)

public static Vector4 Sqrt(this Vector4 v)
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SquareRoot(DVector2)

public static DVector2 SquareRoot(this DVector2 v)
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SquareRoot(DVector3)

public static DVector3 SquareRoot(this DVector3 v)
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SquareRoot(DVector4)

public static DVector4 SquareRoot(this DVector4 v)
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SquareRoot(Vector2)

public static Vector2 SquareRoot(this Vector2 v)
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SquareRoot(Vector3)

public static Vector3 SquareRoot(this Vector3 v)
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SquareRoot(Vector4)

public static Vector4 SquareRoot(this Vector4 v)
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Stats(IEnumerable<DVector2>)

public static Stats<DVector2> Stats(this IEnumerable<DVector2> self)
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Stats(IEnumerable<DVector3>)

public static Stats<DVector3> Stats(this IEnumerable<DVector3> self)
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Stats(IEnumerable<DVector4>)

public static Stats<DVector4> Stats(this IEnumerable<DVector4> self)
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Stats(IEnumerable<Vector2>)

public static Stats<Vector2> Stats(this IEnumerable<Vector2> self)
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Stats(IEnumerable<Vector3>)

public static Stats<Vector3> Stats(this IEnumerable<Vector3> self)
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Stats(IEnumerable<Vector4>)

public static Stats<Vector4> Stats(this IEnumerable<Vector4> self)
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Subtract(Double, Double)

public static double Subtract(this double v1, double v2)
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Subtract(Int32, Int32)

public static int Subtract(this int v1, int v2)
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Subtract(Int64, Int64)

public static long Subtract(this long v1, long v2)
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Subtract(Single, Single)

public static float Subtract(this float v1, float v2)
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Subtract(DVector2, DVector2)

public static DVector2 Subtract(this DVector2 v1, DVector2 v2)
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Subtract(DVector3, DVector3)

public static DVector3 Subtract(this DVector3 v1, DVector3 v2)
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Subtract(DVector4, DVector4)

public static DVector4 Subtract(this DVector4 v1, DVector4 v2)
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Subtract(Vector2, Vector2)

public static Vector2 Subtract(this Vector2 v1, Vector2 v2)
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Subtract(Vector3, Vector3)

public static Vector3 Subtract(this Vector3 v1, Vector3 v2)
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Subtract(Vector4, Vector4)

public static Vector4 Subtract(this Vector4 v1, Vector4 v2)
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Sum(IEnumerable<DVector2>)

public static DVector2 Sum(this IEnumerable<DVector2> self)
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Sum(IEnumerable<DVector3>)

public static DVector3 Sum(this IEnumerable<DVector3> self)
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Sum(IEnumerable<DVector4>)

public static DVector4 Sum(this IEnumerable<DVector4> self)
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Sum(IEnumerable<Vector2>)

public static Vector2 Sum(this IEnumerable<Vector2> self)
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Sum(IEnumerable<Vector3>)

public static Vector3 Sum(this IEnumerable<Vector3> self)
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Sum(IEnumerable<Vector4>)

public static Vector4 Sum(this IEnumerable<Vector4> self)
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Tan(Double)

public static double Tan(this double x)
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Tan(Single)

public static float Tan(this float x)
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Tan(DVector2)

public static DVector2 Tan(this DVector2 v)
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Tan(DVector3)

public static DVector3 Tan(this DVector3 v)
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Tan(DVector4)

public static DVector4 Tan(this DVector4 v)
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Tan(Vector2)

public static Vector2 Tan(this Vector2 v)
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Tan(Vector3)

public static Vector3 Tan(this Vector3 v)
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Tan(Vector4)

public static Vector4 Tan(this Vector4 v)
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Tanh(Double)

public static double Tanh(this double x)
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Tanh(Single)

public static float Tanh(this float x)
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Tanh(DVector2)

public static DVector2 Tanh(this DVector2 v)
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Tanh(DVector3)

public static DVector3 Tanh(this DVector3 v)
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Tanh(DVector4)

public static DVector4 Tanh(this DVector4 v)
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Tanh(Vector2)

public static Vector2 Tanh(this Vector2 v)
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Tanh(Vector3)

public static Vector3 Tanh(this Vector3 v)
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Tanh(Vector4)

public static Vector4 Tanh(this Vector4 v)
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ToAABoxArray(Single[])

public static AABox[] ToAABoxArray(this float[] m)
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ToBox(IEnumerable<Vector3>)

Returns the bounding box for a series of points

public static AABox ToBox(this IEnumerable<Vector3> points)
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ToBox(Stats<DVector3>)

Returns the bounding box, given stats on a DVector3

public static DAABox ToBox(this Stats<DVector3> stats)
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ToBox(Stats<Vector3>)

Returns the bounding box, given stats on a Vector3

public static AABox ToBox(this Stats<Vector3> stats)
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ToDegrees(Double)

public static double ToDegrees(this double x)
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ToDegrees(Single)

public static float ToDegrees(this float x)
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ToDegrees(DVector2)

public static DVector2 ToDegrees(this DVector2 v)
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ToDegrees(DVector3)

public static DVector3 ToDegrees(this DVector3 v)
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ToDegrees(DVector4)

public static DVector4 ToDegrees(this DVector4 v)
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ToDegrees(Vector2)

public static Vector2 ToDegrees(this Vector2 v)
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ToDegrees(Vector3)

public static Vector3 ToDegrees(this Vector3 v)
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ToDegrees(Vector4)

public static Vector4 ToDegrees(this Vector4 v)
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ToFloats(Matrix4x4)

public static float[] ToFloats(this Matrix4x4 m)
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ToFloats(Matrix4x4[])

public static float[] ToFloats(this Matrix4x4[] matrixArray)
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ToLine(Vector3)

public static Line ToLine(this Vector3 v)
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ToMatrix(Single[])

public static Matrix4x4 ToMatrix(this float[] m)
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ToMatrix(Quaternion)

Returns a rotation matrix.

public static Matrix4x4 ToMatrix(this Quaternion self)
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ToMatrix(Transform)

Returns a matri for translation and then rotation.

public static Matrix4x4 ToMatrix(this Transform self)
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ToMatrix(Vector3)

Returns a translation matrix.

public static Matrix4x4 ToMatrix(this Vector3 self)
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ToMatrixArray(Single[])

public static Matrix4x4[] ToMatrixArray(this float[] m)
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ToNearestPowOf2(Int32)

Calculate the nearest power of 2 from the input number

public static int ToNearestPowOf2(int x)
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ToRadians(Double)

public static double ToRadians(this double x)
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ToRadians(Single)

public static float ToRadians(this float x)
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ToRadians(DVector2)

public static DVector2 ToRadians(this DVector2 v)
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ToRadians(DVector3)

public static DVector3 ToRadians(this DVector3 v)
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ToRadians(DVector4)

public static DVector4 ToRadians(this DVector4 v)
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ToRadians(Vector2)

public static Vector2 ToRadians(this Vector2 v)
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ToRadians(Vector3)

public static Vector3 ToRadians(this Vector3 v)
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ToRadians(Vector4)

public static Vector4 ToRadians(this Vector4 v)
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ToVector2(Single)

public static Vector2 ToVector2(this float v)
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ToVector2(Int2)

public static Vector2 ToVector2(this Int2 t)
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ToVector2(Vector3)

public static Vector2 ToVector2(this Vector3 v)
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ToVector2(Vector4)

public static Vector2 ToVector2(this Vector4 v)
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ToVector3(Single)

public static Vector3 ToVector3(this float v)
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ToVector3(Int3)

public static Vector3 ToVector3(this Int3 t)
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ToVector3(Vector2)

public static Vector3 ToVector3(this Vector2 v)
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ToVector3(Vector4)

public static Vector3 ToVector3(this Vector4 v)
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ToVector4(Single)

public static Vector4 ToVector4(this float v)
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ToVector4(Vector2)

public static Vector4 ToVector4(this Vector2 v)
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ToVector4(Vector3)

public static Vector4 ToVector4(this Vector3 v)
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Transform(Vector2, Matrix4x4)

Transforms a vector by the given matrix.

public static Vector2 Transform(this Vector2 position, Matrix4x4 matrix)
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Transform(Vector2, Quaternion)

Transforms a vector by the given Quaternion rotation value.

public static Vector2 Transform(this Vector2 value, Quaternion rotation)
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Transform(Vector3, Quaternion)

Transforms a vector by the given Quaternion rotation value.

public static Vector3 Transform(this Vector3 value, Quaternion rotation)
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Transform(Vector4, Matrix4x4)

Transforms a vector by the given Quaternion rotation value.

public static Vector4 Transform(this Vector4 value, Matrix4x4 matrix)
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Transform(Vector4, Quaternion)

Transforms a vector by the given Quaternion rotation value.

public static Vector4 Transform(this Vector4 value, Quaternion rotation)
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TransformNormal(Vector2, Matrix4x4)

Transforms a vector normal by the given matrix.

public static Vector2 TransformNormal(Vector2 normal, Matrix4x4 matrix)
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TransformNormal(Vector3, Matrix4x4)

Transforms a vector normal by the given matrix.

public static Vector3 TransformNormal(Vector3 normal, Matrix4x4 matrix)
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TransformNormal(Vector4, Matrix4x4)

Transforms a vector normal by the given matrix.

public static Vector4 TransformNormal(Vector4 normal, Matrix4x4 matrix)
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TransformToVector4(Vector2, Matrix4x4)

Transforms a vector by the given matrix.

public static Vector4 TransformToVector4(Vector2 position, Matrix4x4 matrix)
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TransformToVector4(Vector2, Quaternion)

Transforms a vector by the given Quaternion rotation value.

public static Vector4 TransformToVector4(Vector2 value, Quaternion rotation)
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TransformToVector4(Vector3, Matrix4x4)

Transforms a vector by the given matrix.

public static Vector4 TransformToVector4(Vector3 position, Matrix4x4 matrix)
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TransformToVector4(Vector3, Quaternion)

Transforms a vector by the given Quaternion rotation value.

public static Vector4 TransformToVector4(Vector3 value, Quaternion rotation)
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Truncate(Double)

public static double Truncate(this double x)
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Truncate(Single)

public static float Truncate(this float x)
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Truncate(DVector2)

public static DVector2 Truncate(this DVector2 v)
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Truncate(DVector3)

public static DVector3 Truncate(this DVector3 v)
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Truncate(DVector4)

public static DVector4 Truncate(this DVector4 v)
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Truncate(Vector2)

public static Vector2 Truncate(this Vector2 v)
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Truncate(Vector3)

public static Vector3 Truncate(this Vector3 v)
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Truncate(Vector4)

public static Vector4 Truncate(this Vector4 v)
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Within(Double, Double, Double)

public static bool Within(this double v, double min, double max)
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Within(Int32, Int32, Int32)

public static bool Within(this int v, int min, int max)
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Within(Int64, Int64, Int64)

public static bool Within(this long v, long min, long max)
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Within(Single, Single, Single)

public static bool Within(this float v, float min, float max)
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WrapAngle(Single)

Reduces a given angle to a value between π and -π.

public static float WrapAngle(this float angle)
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XOr(Boolean, Boolean)

public static bool XOr(this bool a, bool b)
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XOr(Int32, Int32)

public static int XOr(this int a, int b)
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XOr(Int64, Int64)

public static long XOr(this long a, long b)
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