OpenMetaverseTypes Same as Queue except Dequeue function blocks until there is an object to return. Note: This class does not need to be synchronized Create new BlockingQueue. The System.Collections.ICollection to copy elements from Create new BlockingQueue. The initial number of elements that the queue can contain Create new BlockingQueue. BlockingQueue Destructor (Close queue, resume any waiting thread). Remove all objects from the Queue. Remove all objects from the Queue, resume all dequeue threads. Removes and returns the object at the beginning of the Queue. Object in queue. Removes and returns the object at the beginning of the Queue. time to wait before returning Object in queue. Removes and returns the object at the beginning of the Queue. time to wait before returning (in milliseconds) Object in queue. Adds an object to the end of the Queue Object to put in queue Open Queue. Gets flag indicating if queue has been closed. Copy constructor Circular queue to copy An 8-bit color structure including an alpha channel Red Green Blue Alpha Builds a color from a byte array Byte array containing a 16 byte color Beginning position in the byte array True if the byte array stores inverted values, otherwise false. For example the color black (fully opaque) inverted would be 0xFF 0xFF 0xFF 0x00 Returns the raw bytes for this vector Byte array containing a 16 byte color Beginning position in the byte array True if the byte array stores inverted values, otherwise false. For example the color black (fully opaque) inverted would be 0xFF 0xFF 0xFF 0x00 True if the alpha value is inverted in addition to whatever the inverted parameter is. Setting inverted true and alphaInverted true will flip the alpha value back to non-inverted, but keep the other color bytes inverted A 16 byte array containing R, G, B, and A Copy constructor Color to copy IComparable.CompareTo implementation Sorting ends up like this: |--Grayscale--||--Color--|. Alpha is only used when the colors are otherwise equivalent Builds a color from a byte array Byte array containing a 16 byte color Beginning position in the byte array True if the byte array stores inverted values, otherwise false. For example the color black (fully opaque) inverted would be 0xFF 0xFF 0xFF 0x00 True if the alpha value is inverted in addition to whatever the inverted parameter is. Setting inverted true and alphaInverted true will flip the alpha value back to non-inverted, but keep the other color bytes inverted Writes the raw bytes for this color to a byte array Destination byte array Position in the destination array to start writing. Must be at least 16 bytes before the end of the array Serializes this color into four bytes in a byte array Destination byte array Position in the destination array to start writing. Must be at least 4 bytes before the end of the array True to invert the output (1.0 becomes 0 instead of 255) Writes the raw bytes for this color to a byte array Destination byte array Position in the destination array to start writing. Must be at least 16 bytes before the end of the array Ensures that values are in range 0-1 Create an RGB color from a hue, saturation, value combination Hue Saturation Value An fully opaque RGB color (alpha is 1.0) Performs linear interpolation between two colors Color to start at Color to end at Amount to interpolate The interpolated color A Color4 with zero RGB values and fully opaque (alpha 1.0) A Color4 with full RGB values (1.0) and fully opaque (alpha 1.0) Attribute class that allows extra attributes to be attached to ENUMs Text used when presenting ENUM to user Default initializer Text used when presenting ENUM to user The different types of grid assets Unknown asset type Texture asset, stores in JPEG2000 J2C stream format Sound asset Calling card for another avatar Link to a location in world Collection of textures and parameters that can be worn by an avatar Primitive that can contain textures, sounds, scripts and more Notecard asset Holds a collection of inventory items Root inventory folder Linden scripting language script LSO bytecode for a script Uncompressed TGA texture Collection of textures and shape parameters that can be worn Trash folder Snapshot folder Lost and found folder Uncompressed sound Uncompressed TGA non-square image, not to be used as a texture Compressed JPEG non-square image, not to be used as a texture Animation Sequence of animations, sounds, chat, and pauses Simstate file Contains landmarks for favorites Asset is a link to another inventory item Asset is a link to another inventory folder Beginning of the range reserved for ensembles End of the range reserved for ensembles Folder containing inventory links to wearables and attachments that are part of the current outfit Folder containing inventory items or links to inventory items of wearables and attachments together make a full outfit Root folder for the folders of type OutfitFolder Linden mesh format Marketplace direct delivery inbox ("Received Items") Marketplace direct delivery outbox Inventory Item Types, eg Script, Notecard, Folder, etc Unknown Texture Sound Calling Card Landmark Notecard Folder an LSL Script Item Sale Status Not for sale The original is for sale Copies are for sale The contents of the object are for sale Types of wearable assets Body shape Skin textures and attributes Hair Eyes Shirt Pants Shoes Socks Jacket Gloves Undershirt Underpants Skirt Alpha mask to hide parts of the avatar Tattoo Physics Invalid wearable asset Identifier code for primitive types None A Primitive A Avatar Linden grass Linden tree A primitive that acts as the source for a particle stream A Linden tree Primary parameters for primitives such as Physics Enabled or Phantom Deprecated Whether physics are enabled for this object Whether this object contains an active touch script Whether this object can receive payments Whether this object is phantom (no collisions) Deprecated Deprecated Server flag, will not be sent to clients. Specifies that the object is destroyed when it touches a simulator edge Server flag, will not be sent to clients. Specifies that the object will be returned to the owner's inventory when it touches a simulator edge Server flag, will not be sent to clients. Server flag, will not be sent to client. Specifies that the object is hovering/flying Sound flags for sounds attached to primitives Material type for a primitive Used in a helper function to roughly determine prim shape Extra parameters for primitives, these flags are for features that have been added after the original ObjectFlags that has all eight bits reserved already Whether this object has flexible parameters Whether this object has light parameters Whether this object is a sculpted prim Whether this object is a light image map Whether this object is a mesh Attachment points for objects on avatar bodies Both InventoryObject and InventoryAttachment types can be attached Right hand if object was not previously attached Chest Skull Left shoulder Right shoulder Left hand Right hand Left foot Right foot Spine Pelvis Mouth Chin Left ear Right ear Left eyeball Right eyeball Nose Right upper arm Right forearm Left upper arm Left forearm Right hip Right upper leg Right lower leg Left hip Left upper leg Left lower leg Stomach Left pectoral Right pectoral HUD Center position 2 HUD Top-right HUD Top HUD Top-left HUD Center HUD Bottom-left HUD Bottom HUD Bottom-right Neck Avatar Center Tree foliage types Pine1 tree Oak tree Tropical Bush1 Palm1 tree Dogwood tree Tropical Bush2 Palm2 tree Cypress1 tree Cypress2 tree Pine2 tree Plumeria Winter pinetree1 Winter Aspen tree Winter pinetree2 Eucalyptus tree Fern Eelgrass Sea Sword Kelp1 plant Beach grass Kelp2 plant Grass foliage types Action associated with clicking on an object Touch object Sit on object Purchase object or contents Pay the object Open task inventory Play parcel media Open parcel media Type of physics representation used for this prim in the simulator Use prim physics form this object No physics, prim doesn't collide Use convex hull represantion of this prim For thread safety For thread safety Purges expired objects from the cache. Called automatically by the purge timer. A thread-safe lockless queue that supports multiple readers and multiple writers Queue head Queue tail Queue item count Constructor Enqueue an item Item to enqeue Try to dequeue an item Dequeued item if the dequeue was successful True if an item was successfully deqeued, otherwise false Gets the current number of items in the queue. Since this is a lockless collection this value should be treated as a close estimate Provides a node container for data in a singly linked list Pointer to the next node in list The data contained by the node Constructor Constructor Convert this matrix to euler rotations X euler angle Y euler angle Z euler angle Convert this matrix to a quaternion rotation A quaternion representation of this rotation matrix Construct a matrix from euler rotation values in radians X euler angle in radians Y euler angle in radians Z euler angle in radians Get a formatted string representation of the vector A string representation of the vector A 4x4 matrix containing all zeroes A 4x4 identity matrix X value Y value Z value W value Build a quaternion from normalized float values X value from -1.0 to 1.0 Y value from -1.0 to 1.0 Z value from -1.0 to 1.0 Constructor, builds a quaternion object from a byte array Byte array containing four four-byte floats Offset in the byte array to start reading at Whether the source data is normalized or not. If this is true 12 bytes will be read, otherwise 16 bytes will be read. Normalizes the quaternion Builds a quaternion object from a byte array The source byte array Offset in the byte array to start reading at Whether the source data is normalized or not. If this is true 12 bytes will be read, otherwise 16 bytes will be read. Normalize this quaternion and serialize it to a byte array A 12 byte array containing normalized X, Y, and Z floating point values in order using little endian byte ordering Writes the raw bytes for this quaternion to a byte array Destination byte array Position in the destination array to start writing. Must be at least 12 bytes before the end of the array Convert this quaternion to euler angles X euler angle Y euler angle Z euler angle Convert this quaternion to an angle around an axis Unit vector describing the axis Angle around the axis, in radians Returns the conjugate (spatial inverse) of a quaternion Build a quaternion from an axis and an angle of rotation around that axis Build a quaternion from an axis and an angle of rotation around that axis Axis of rotation Angle of rotation Creates a quaternion from a vector containing roll, pitch, and yaw in radians Vector representation of the euler angles in radians Quaternion representation of the euler angles Creates a quaternion from roll, pitch, and yaw euler angles in radians X angle in radians Y angle in radians Z angle in radians Quaternion representation of the euler angles Conjugates and renormalizes a vector Spherical linear interpolation between two quaternions Get a string representation of the quaternion elements with up to three decimal digits and separated by spaces only Raw string representation of the quaternion A quaternion with a value of 0,0,0,1 Determines the appropriate events to set, leaves the locks, and sets the events. A routine for lazily creating a event outside the lock (so if errors happen they are outside the lock and that we don't do much work while holding a spin lock). If all goes well, reenter the lock and set 'waitEvent' Waits on 'waitEvent' with a timeout of 'millisceondsTimeout. Before the wait 'numWaiters' is incremented and is restored before leaving this routine. A hierarchical token bucket for bandwidth throttling. See http://en.wikipedia.org/wiki/Token_bucket for more information Parent bucket to this bucket, or null if this is a root bucket Size of the bucket in bytes. If zero, the bucket has infinite capacity Rate that the bucket fills, in bytes per millisecond. If zero, the bucket always remains full Number of tokens currently in the bucket Time of the last drip, in system ticks Default constructor Parent bucket if this is a child bucket, or null if this is a root bucket Maximum size of the bucket in bytes, or zero if this bucket has no maximum capacity Rate that the bucket fills, in bytes per second. If zero, the bucket always remains full Remove a given number of tokens from the bucket Number of tokens to remove from the bucket True if the requested number of tokens were removed from the bucket, otherwise false Remove a given number of tokens from the bucket Number of tokens to remove from the bucket True if tokens were added to the bucket during this call, otherwise false True if the requested number of tokens were removed from the bucket, otherwise false Add tokens to the bucket over time. The number of tokens added each call depends on the length of time that has passed since the last call to Drip True if tokens were added to the bucket, otherwise false The parent bucket of this bucket, or null if this bucket has no parent. The parent bucket will limit the aggregate bandwidth of all of its children buckets Maximum burst rate in bytes per second. This is the maximum number of tokens that can accumulate in the bucket at any one time The speed limit of this bucket in bytes per second. This is the number of tokens that are added to the bucket per second Tokens are added to the bucket any time is called, at the granularity of the system tick interval (typically around 15-22ms) The number of bytes that can be sent at this moment. This is the current number of tokens in the bucket If this bucket has a parent bucket that does not have enough tokens for a request, will return false regardless of the content of this bucket Used for converting degrees to radians Used for converting radians to degrees Provide a single instance of the CultureInfo class to help parsing in situations where the grid assumes an en-us culture UNIX epoch in DateTime format Provide a single instance of the MD5 class to avoid making duplicate copies and handle thread safety Provide a single instance of the SHA-1 class to avoid making duplicate copies and handle thread safety Provide a single instance of a random number generator to avoid making duplicate copies and handle thread safety Clamp a given value between a range Value to clamp Minimum allowable value Maximum allowable value A value inclusively between lower and upper Clamp a given value between a range Value to clamp Minimum allowable value Maximum allowable value A value inclusively between lower and upper Clamp a given value between a range Value to clamp Minimum allowable value Maximum allowable value A value inclusively between lower and upper Round a floating-point value to the nearest integer Floating point number to round Integer Test if a single precision float is a finite number Test if a double precision float is a finite number Get the distance between two floating-point values First value Second value The distance between the two values Compute the MD5 hash for a byte array Byte array to compute the hash for MD5 hash of the input data Compute the SHA1 hash for a byte array Byte array to compute the hash for SHA1 hash of the input data Calculate the SHA1 hash of a given string The string to hash The SHA1 hash as a string Compute the SHA256 hash for a byte array Byte array to compute the hash for SHA256 hash of the input data Calculate the SHA256 hash of a given string The string to hash The SHA256 hash as a string Calculate the MD5 hash of a given string The password to hash An MD5 hash in string format, with $1$ prepended Calculate the MD5 hash of a given string The string to hash The MD5 hash as a string Generate a random double precision floating point value Random value of type double Get the current running platform Enumeration of the current platform we are running on Get the current running runtime Enumeration of the current runtime we are running on Convert the first two bytes starting in the byte array in little endian ordering to a signed short integer An array two bytes or longer A signed short integer, will be zero if a short can't be read at the given position Convert the first two bytes starting at the given position in little endian ordering to a signed short integer An array two bytes or longer Position in the array to start reading A signed short integer, will be zero if a short can't be read at the given position Convert the first four bytes starting at the given position in little endian ordering to a signed integer An array four bytes or longer Position to start reading the int from A signed integer, will be zero if an int can't be read at the given position Convert the first four bytes of the given array in little endian ordering to a signed integer An array four bytes or longer A signed integer, will be zero if the array contains less than four bytes Convert the first eight bytes of the given array in little endian ordering to a signed long integer An array eight bytes or longer A signed long integer, will be zero if the array contains less than eight bytes Convert the first eight bytes starting at the given position in little endian ordering to a signed long integer An array eight bytes or longer Position to start reading the long from A signed long integer, will be zero if a long can't be read at the given position Convert the first two bytes starting at the given position in little endian ordering to an unsigned short Byte array containing the ushort Position to start reading the ushort from An unsigned short, will be zero if a ushort can't be read at the given position Convert two bytes in little endian ordering to an unsigned short Byte array containing the ushort An unsigned short, will be zero if a ushort can't be read Convert the first four bytes starting at the given position in little endian ordering to an unsigned integer Byte array containing the uint Position to start reading the uint from An unsigned integer, will be zero if a uint can't be read at the given position Convert the first four bytes of the given array in little endian ordering to an unsigned integer An array four bytes or longer An unsigned integer, will be zero if the array contains less than four bytes Convert the first eight bytes of the given array in little endian ordering to an unsigned 64-bit integer An array eight bytes or longer An unsigned 64-bit integer, will be zero if the array contains less than eight bytes Convert four bytes in little endian ordering to a floating point value Byte array containing a little ending floating point value Starting position of the floating point value in the byte array Single precision value Convert an integer to a byte array in little endian format The integer to convert A four byte little endian array Convert an integer to a byte array in big endian format The integer to convert A four byte big endian array Convert a 64-bit integer to a byte array in little endian format The value to convert An 8 byte little endian array Convert a 64-bit unsigned integer to a byte array in little endian format The value to convert An 8 byte little endian array Convert a floating point value to four bytes in little endian ordering A floating point value A four byte array containing the value in little endian ordering Converts an unsigned integer to a hexadecimal string An unsigned integer to convert to a string A hexadecimal string 10 characters long 0x7fffffff Convert a variable length UTF8 byte array to a string The UTF8 encoded byte array to convert The decoded string Converts a byte array to a string containing hexadecimal characters The byte array to convert to a string The name of the field to prepend to each line of the string A string containing hexadecimal characters on multiple lines. Each line is prepended with the field name Converts a byte array to a string containing hexadecimal characters The byte array to convert to a string Number of bytes in the array to parse A string to prepend to each line of the hex dump A string containing hexadecimal characters on multiple lines. Each line is prepended with the field name Convert a string to a UTF8 encoded byte array The string to convert A null-terminated UTF8 byte array Converts a string containing hexadecimal characters to a byte array String containing hexadecimal characters If true, gracefully handles null, empty and uneven strings as well as stripping unconvertable characters The converted byte array Returns true is c is a hexadecimal digit (A-F, a-f, 0-9) Character to test true if hex digit, false if not Converts 1 or 2 character string into equivalant byte value 1 or 2 character string byte Convert a float value to a byte given a minimum and maximum range Value to convert to a byte Minimum value range Maximum value range A single byte representing the original float value Convert a byte to a float value given a minimum and maximum range Byte array to get the byte from Position in the byte array the desired byte is at Minimum value range Maximum value range A float value inclusively between lower and upper Convert a byte to a float value given a minimum and maximum range Byte to convert to a float value Minimum value range Maximum value range A float value inclusively between lower and upper Attempts to parse a floating point value from a string, using an EN-US number format String to parse Resulting floating point number True if the parse was successful, otherwise false Attempts to parse a floating point value from a string, using an EN-US number format String to parse Resulting floating point number True if the parse was successful, otherwise false Tries to parse an unsigned 32-bit integer from a hexadecimal string String to parse Resulting integer True if the parse was successful, otherwise false Returns text specified in EnumInfo attribute of the enumerator To add the text use [EnumInfo(Text = "Some nice text here")] before declaration of enum values Enum value Text representation of the enum Takes an AssetType and returns the string representation The source The string version of the AssetType Translate a string name of an AssetType into the proper Type A string containing the AssetType name The AssetType which matches the string name, or AssetType.Unknown if no match was found Convert an InventoryType to a string The to convert A string representation of the source Convert a string into a valid InventoryType A string representation of the InventoryType to convert A InventoryType object which matched the type Convert a SaleType to a string The to convert A string representation of the source Convert a string into a valid SaleType A string representation of the SaleType to convert A SaleType object which matched the type Converts a string used in LLSD to AttachmentPoint type String representation of AttachmentPoint to convert AttachmentPoint enum Copy a byte array Byte array to copy A copy of the given byte array Packs to 32-bit unsigned integers in to a 64-bit unsigned integer The left-hand (or X) value The right-hand (or Y) value A 64-bit integer containing the two 32-bit input values Unpacks two 32-bit unsigned integers from a 64-bit unsigned integer The 64-bit input integer The left-hand (or X) output value The right-hand (or Y) output value Convert an IP address object to an unsigned 32-bit integer IP address to convert 32-bit unsigned integer holding the IP address bits Gets a unix timestamp for the current time An unsigned integer representing a unix timestamp for now Convert a UNIX timestamp to a native DateTime object An unsigned integer representing a UNIX timestamp A DateTime object containing the same time specified in the given timestamp Convert a UNIX timestamp to a native DateTime object A signed integer representing a UNIX timestamp A DateTime object containing the same time specified in the given timestamp Convert a native DateTime object to a UNIX timestamp A DateTime object you want to convert to a timestamp An unsigned integer representing a UNIX timestamp Swap two values Type of the values to swap First value Second value Try to parse an enumeration value from a string Enumeration type String value to parse Enumeration value on success True if the parsing succeeded, otherwise false Swaps the high and low words in a byte. Converts aaaabbbb to bbbbaaaa Byte to swap the words in Byte value with the words swapped Attempts to convert a string representation of a hostname or IP address to a Hostname to convert to an IPAddress Converted IP address object, or null if the conversion failed Operating system Unknown Microsoft Windows Microsoft Windows CE Linux Apple OSX Runtime platform .NET runtime Mono runtime: http://www.mono-project.com/ A 128-bit Universally Unique Identifier, used throughout the Second Life networking protocol The System.Guid object this struct wraps around Constructor that takes a string UUID representation A string representation of a UUID, case insensitive and can either be hyphenated or non-hyphenated UUID("11f8aa9c-b071-4242-836b-13b7abe0d489") Constructor that takes a System.Guid object A Guid object that contains the unique identifier to be represented by this UUID Constructor that takes a byte array containing a UUID Byte array containing a 16 byte UUID Beginning offset in the array Constructor that takes an unsigned 64-bit unsigned integer to convert to a UUID 64-bit unsigned integer to convert to a UUID Copy constructor UUID to copy IComparable.CompareTo implementation Assigns this UUID from 16 bytes out of a byte array Byte array containing the UUID to assign this UUID to Starting position of the UUID in the byte array Returns a copy of the raw bytes for this UUID A 16 byte array containing this UUID Writes the raw bytes for this UUID to a byte array Destination byte array Position in the destination array to start writing. Must be at least 16 bytes before the end of the array Calculate an LLCRC (cyclic redundancy check) for this UUID The CRC checksum for this UUID Create a 64-bit integer representation from the second half of this UUID An integer created from the last eight bytes of this UUID Generate a UUID from a string A string representation of a UUID, case insensitive and can either be hyphenated or non-hyphenated UUID.Parse("11f8aa9c-b071-4242-836b-13b7abe0d489") Generate a UUID from a string A string representation of a UUID, case insensitive and can either be hyphenated or non-hyphenated Will contain the parsed UUID if successful, otherwise null True if the string was successfully parse, otherwise false UUID.TryParse("11f8aa9c-b071-4242-836b-13b7abe0d489", result) Combine two UUIDs together by taking the MD5 hash of a byte array containing both UUIDs First UUID to combine Second UUID to combine The UUID product of the combination Return a hash code for this UUID, used by .NET for hash tables An integer composed of all the UUID bytes XORed together Comparison function An object to compare to this UUID True if the object is a UUID and both UUIDs are equal Comparison function UUID to compare to True if the UUIDs are equal, otherwise false Get a hyphenated string representation of this UUID A string representation of this UUID, lowercase and with hyphens 11f8aa9c-b071-4242-836b-13b7abe0d489 Equals operator First UUID for comparison Second UUID for comparison True if the UUIDs are byte for byte equal, otherwise false Not equals operator First UUID for comparison Second UUID for comparison True if the UUIDs are not equal, otherwise true XOR operator First UUID Second UUID A UUID that is a XOR combination of the two input UUIDs String typecasting operator A UUID in string form. Case insensitive, hyphenated or non-hyphenated A UUID built from the string representation An UUID with a value of all zeroes A cache of UUID.Zero as a string to optimize a common path A two-dimensional vector with floating-point values X value Y value Test if this vector is equal to another vector, within a given tolerance range Vector to test against The acceptable magnitude of difference between the two vectors True if the magnitude of difference between the two vectors is less than the given tolerance, otherwise false Test if this vector is composed of all finite numbers IComparable.CompareTo implementation Builds a vector from a byte array Byte array containing two four-byte floats Beginning position in the byte array Returns the raw bytes for this vector An eight-byte array containing X and Y Writes the raw bytes for this vector to a byte array Destination byte array Position in the destination array to start writing. Must be at least 8 bytes before the end of the array Parse a vector from a string A string representation of a 2D vector, enclosed in arrow brackets and separated by commas Interpolates between two vectors using a cubic equation Get a formatted string representation of the vector A string representation of the vector Get a string representation of the vector elements with up to three decimal digits and separated by spaces only Raw string representation of the vector A vector with a value of 0,0 A vector with a value of 1,1 A vector with a value of 1,0 A vector with a value of 0,1 A three-dimensional vector with floating-point values X value Y value Z value Constructor, builds a vector from a byte array Byte array containing three four-byte floats Beginning position in the byte array Test if this vector is equal to another vector, within a given tolerance range Vector to test against The acceptable magnitude of difference between the two vectors True if the magnitude of difference between the two vectors is less than the given tolerance, otherwise false IComparable.CompareTo implementation Test if this vector is composed of all finite numbers Builds a vector from a byte array Byte array containing a 12 byte vector Beginning position in the byte array Returns the raw bytes for this vector A 12 byte array containing X, Y, and Z Writes the raw bytes for this vector to a byte array Destination byte array Position in the destination array to start writing. Must be at least 12 bytes before the end of the array Parse a vector from a string A string representation of a 3D vector, enclosed in arrow brackets and separated by commas Calculate the rotation between two vectors Normalized directional vector (such as 1,0,0 for forward facing) Normalized target vector Interpolates between two vectors using a cubic equation Get a formatted string representation of the vector A string representation of the vector Get a string representation of the vector elements with up to three decimal digits and separated by spaces only Raw string representation of the vector Cross product between two vectors Explicit casting for Vector3d > Vector3 A vector with a value of 0,0,0 A vector with a value of 1,1,1 A unit vector facing forward (X axis), value 1,0,0 A unit vector facing left (Y axis), value 0,1,0 A unit vector facing up (Z axis), value 0,0,1 A three-dimensional vector with doubleing-point values X value Y value Z value Constructor, builds a vector from a byte array Byte array containing three eight-byte doubles Beginning position in the byte array Test if this vector is equal to another vector, within a given tolerance range Vector to test against The acceptable magnitude of difference between the two vectors True if the magnitude of difference between the two vectors is less than the given tolerance, otherwise false IComparable.CompareTo implementation Test if this vector is composed of all finite numbers Builds a vector from a byte array Byte array containing a 24 byte vector Beginning position in the byte array Returns the raw bytes for this vector A 24 byte array containing X, Y, and Z Writes the raw bytes for this vector to a byte array Destination byte array Position in the destination array to start writing. Must be at least 24 bytes before the end of the array Parse a vector from a string A string representation of a 3D vector, enclosed in arrow brackets and separated by commas Interpolates between two vectors using a cubic equation Get a formatted string representation of the vector A string representation of the vector Get a string representation of the vector elements with up to three decimal digits and separated by spaces only Raw string representation of the vector Cross product between two vectors Implicit casting for Vector3 > Vector3d A vector with a value of 0,0,0 A vector with a value of 1,1,1 A unit vector facing forward (X axis), value of 1,0,0 A unit vector facing left (Y axis), value of 0,1,0 A unit vector facing up (Z axis), value of 0,0,1 X value Y value Z value W value Constructor, builds a vector from a byte array Byte array containing four four-byte floats Beginning position in the byte array Test if this vector is equal to another vector, within a given tolerance range Vector to test against The acceptable magnitude of difference between the two vectors True if the magnitude of difference between the two vectors is less than the given tolerance, otherwise false IComparable.CompareTo implementation Test if this vector is composed of all finite numbers Builds a vector from a byte array Byte array containing a 16 byte vector Beginning position in the byte array Returns the raw bytes for this vector A 16 byte array containing X, Y, Z, and W Writes the raw bytes for this vector to a byte array Destination byte array Position in the destination array to start writing. Must be at least 16 bytes before the end of the array Get a string representation of the vector elements with up to three decimal digits and separated by spaces only Raw string representation of the vector A vector with a value of 0,0,0,0 A vector with a value of 1,1,1,1 A vector with a value of 1,0,0,0 A vector with a value of 0,1,0,0 A vector with a value of 0,0,1,0 A vector with a value of 0,0,0,1