Dimension 1.1.3
dotnet add package Dimension --version 1.1.3
NuGet\Install-Package Dimension -Version 1.1.3
<PackageReference Include="Dimension" Version="1.1.3" />
<PackageVersion Include="Dimension" Version="1.1.3" />
<PackageReference Include="Dimension" />
paket add Dimension --version 1.1.3
#r "nuget: Dimension, 1.1.3"
#addin nuget:?package=Dimension&version=1.1.3
#tool nuget:?package=Dimension&version=1.1.3
Dimension Library
Content :
- Manual
- interface IVector
- IVector.GetSum()
- IVector.GetAbsoluteSum()
- IVector.GetMagnitude()
- IVector.GetSquared()
- IVector.GetAbsolute()
- IVector.GetNormilizedL1()
- IVector.GetNormilizeInBounds()
- IVector.GetSqrt()
- IVector.HasZero()
- IVector.HasNegative()
- IVector.HasEquals()
- IVector.HasGreater()
- IVector.Clamp()
- IVector.GetRound()
- IVector.ToString()
- IVector.FromString()
- IVector.GetRandom()
- IVector.GetWithEquals()
- IVector.ToArray()
- IVector.FromArray()
- FromAngle()
- GetCross()
- IVector.GetNormalized()
- ToVector
- IVector.GetNormalized()
- static class Vectors
- interface IVector
IVector
Start from the interface IVector for Vector2 (2D) & Vector3 (3D)
public interface IVector<T> where T : IVector<T>
{
public float X { get; set; }
public float Y { get; set; }
public static abstract T operator /(T v, T v2);
public static abstract T operator /(T v, float val);
public static abstract T operator *(T v, T v2);
public static abstract T operator *(T v, float val);
public static abstract T operator +(T v, T v2);
public static abstract T operator +(T v, float val);
public static abstract T operator -(T v, T v2);
public static abstract T operator -(T v, float val);
public static abstract bool operator <(T v, T v2);
public static abstract bool operator >(T v, T v2);
public static abstract bool operator <=(T v, T v2);
public static abstract bool operator >=(T v, T v2);
public float GetSum();
public float GetAbsoluteSum();
public float GetMagnitude();
public T GetSquared();
public T GetCubed();
public T GetAbsolute();
public T GetNormalizedL1();
public T NormalizeInBounds(T min, T max);
public T GetSqrt();
public T Clamp(float minRange, float maxRange);
public T Clamp(T minRange, T maxRange);
public bool HasZero();
public bool HasNegative();
public bool HasGreater(T vector);
public bool HasEquals(T vector);
public T GetRound(int decimals);
public string ToString(char firstBracket, char secondBracket, char separator = ';');
public abstract static T FromString(string str, char firstBracket, char secondBracket, char separator = ';');
public float[] ToArray();
public abstract static T FromArray(float[] array);
public abstract static T GetRandom(T min, T max);
public abstract static T GetRandom(float min, float max);
public abstract static T GetWithEquals(float value);
public T GetNormalized(T origin = default(T));
}
IVector GetSum method
Returns the total sum of Vector's values
Implementation for Vector2
public readonly float GetSum() => X + Y;
Basic usage
Console.WriteLine(new Vector2(25,-16).GetSum());// we get 9
Implementation for Vector3
public readonly float GetSum() => X + Y + Z;
Basic usage
Console.WriteLine(new Vector3(25,-16, 5).GetSum());// we get 14
IVector GetAbsoluteSum method
Returns the total absolute sum of Vector's values
Implementation for Vector2
public readonly float GetAbsoluteSum() => GetAbsolute().GetSum();
Basic usage
Console.WriteLine(new Vector2(25,-16).GetAbsoluteSum());// we get 41
This method also used in IVector.GetNormilized()
Implementation for Vector3
public readonly float GetAbsoluteSum() => GetAbsolute().GetSum();
Basic usage
Console.WriteLine(new Vector3(25,-16, 5).GetAbsoluteSum());// we get 46
IVector GetMagnitude method
Returns the magnitude of Vector
Implementation for Vector2
public readonly float GetMagnitude() => (float)Math.Sqrt(GetSquared().GetSum());
Basic usage
Console.WriteLine(new Vector2(8,-6).GetAbsoluteSum());// we get 10
This method also used in Vectors.GetMagnitude()
Implementation for Vector3
public readonly float GetMagnitude() => (float)Math.Sqrt(GetSquared().GetSum());
Basic usage
Console.WriteLine(new Vector3(2,4,4).GetAbsoluteSum());// we get 6
IVector GetSquared method
Returns new Vector with squared values
Implementation for Vector2
public readonly Vector2 GetSquared() => this*this;
Basic usage
Console.WriteLine(new Vector2(25,-10).GetSquared());// we get Vector2{625,100}
This method also used in Vectors.GetMagnitude()
Implementation for Vector3
public readonly Vector3 GetSquared() => this*this;
Basic usage
Console.WriteLine(new Vector3(4,-9, 2).GetSquared());// we get Vector3{16,81,4}
IVector GetCubed method
Returns new Vector with cubed values
Implementation for Vector2
public readonly Vector2 GetCubed() => this*this*this;
Basic usage
Console.WriteLine(new Vector2(10,-10).GetCubed());// we get Vector2{1000,1000}
Implementation for Vector3
public readonly Vector3 GetCubed() => this*this*this;
Basic usage
Console.WriteLine(new Vector3(4,-1, 2).GetCubed());// we get Vector3{64,1,8}
IVector GetAbsolute method
Returns new Vector with absolute values
Implementation for Vector2
public readonly Vector2 GetAbsolute() => new(Math.Abs(X),Math.Abs(Y));
Basic usage
Console.WriteLine(new Vector2(25,-10).GetAbsolute());// we get Vector2{25,10}
Implementation for Vector3
public readonly Vector3 GetAbsolute() => new(Math.Abs(X),Math.Abs(Y),Math.Abs(Z));
Basic usage
Console.WriteLine(new Vector3(4,-9, -2).GetAbsolute());// we get Vector3{4,9,2}
IVector GetNormalizedL1 method
Returns vector with normalized l1 values
Implementation for Vector2
public readonly Vector2 GetNormalizedL1()
{
float sum = GetAbsoluteSum();
if (sum == 0)
throw new DivideByZeroException();
return this / sum;
}
Basic usage
Console.WriteLine(new Vector2(20,-40).GetNormalizedL1());// we get Vector2{0.(3),-0.(6)}
Implementation for Vector3
public readonly Vector3 GetNormalizedL1()
{
float sum = GetAbsoluteSum();
if (sum == 0)
throw new DivideByZeroException();
return this / sum;
}
Basic usage
Console.WriteLine(new Vector3(4,-9, -2).GetNormalizedL1());// we get Vector3{0.1(3),-0.6,-0.2(6)}
IVector NormalizeInBounds method
Returns normalized vector between min and max Parameters min - min threshold , max - max threshold
Implementation for Vector2
public readonly Vector2 NormalizeInBounds(Vector2 min, Vector2 max)
{
if (min.HasEqauls(max)) throw new DivideByZeroException("Vectors has equals numbers.");
if (min.HasGreater(max)) throw new ArgumentException("Min cannot be greater then max");
Vector2 clamped = Clamp(min, max);
return new Vector2((clamped.X - min.X) / (max.X - min.X), (clamped.Y - min.Y ) / (max.Y - min.Y));
}
Basic usage
Console.WriteLine(new Vector2(4,5).NormalizeInBounds( new Vector2(2,0) , new Vector2(8,10)));// we get Vector2{0.(3),0.5}
Implementation for Vector3
public readonly Vector3 NormalizeInBounds(Vector3 min, Vector3 max)
{
if (min.HasEqauls(max)) throw new DivideByZeroException("Vectors has equals numbers.");
if (min.HasGreater(max)) throw new ArgumentException("Min cannot be greater then max");
Vector3 clamped = Clamp(min, max);
return new Vector3((clamped.X - min.X) / (max.X - min.X), (clamped.Y - min.Y) / (max.Y - min.Y), (clamped.Z - min.Z) / (max.Z - min.Z));
}
Basic usage
Console.WriteLine(new Vector3(3,2,1).NormalizeInBounds(new Vector3(0,1,1), new Vector3(9,4,10)));// we get Vector3{0.(3),0.(3),0}
IVector GetSqrt method
Returns vector with sqrt values
Implementation for Vector2
public readonly Vector2 GetSqrt()
{
if (HasNegative())
throw new ArgumentException("Cannot calculate from negative number");
return new((float)Math.Sqrt(X), (float)Math.Sqrt(Y));
}
Basic usage
Console.WriteLine(new Vector2(121,40).GetSqrt());// we get Vector2{11,√40}
Implementation for Vector3
public readonly Vector3 GetSqrt()
{
if (HasNegative())
throw new ArgumentException("Cannot calculate sqrt from negative number");
return new((float)Math.Sqrt(X), (float)Math.Sqrt(Y), (float)Math.Sqrt(Z));
}
Basic usage
Console.WriteLine(new Vector3(25,9, 100).GetSqrt());// we get Vector3{5,3,10}
IVector HasZero method
Returns true if Vector has zero among it's values
Implementation for Vector2
public readonly bool HasZero() => X == 0 || Y == 0;
Basic usage
Console.WriteLine(new Vector2(11,40).HasZero());// we get false
Implementation for Vector3
public readonly bool HasZero() => X == 0 || Y == 0 || Z == 0;
Basic usage
Console.WriteLine(new Vector3(44,0, 1).HasZero());// we get true
IVector HasNegative method
Returns true if Vector has negative number among it's values
Implementation for Vector2
public readonly bool HasNegative() => X < 0 || Y < 0 || Z < 0;
Basic usage
Console.WriteLine(new Vector2(104.4f,0).HasNegative());// we get false
Implementation for Vector3
public readonly bool HasNegative() => X < 0 || Y < 0 || Z < 0;
Basic usage
Console.WriteLine(new Vector3(52,0, -100).HasNegative());// we get false
IVector HasEquals method
Returns true if Vector has at least one vector equals to one of given vector parameters : vector - vector with that we compare
Implementation for Vector2
public readonly bool HasEquals(Vector2 vector) => X == vector.X || Y == vector.Y
Basic usage
Console.WriteLine(new Vector2(104.4f,0).HasEquals(new Vector2(104.4f,23.5f))));// we get true
Implementation for Vector3
public readonly bool HasEquals(Vector3 vector) => X == vector.X || Y == vector.Y || Z == vector.Z;
Basic usage
Console.WriteLine(new Vector3(52,0, -100).HasEquals(new Vector3(504,52.4f,-102.1f)));// we get false
IVector HasGreater method
Returns true if Vector has at least one vector greater then one of given vector
parameters : vector - vector with that we compare
Implementation for Vector2
public readonly bool HasGreater(Vector2 vector) => X > vector.X || Y > vector.Y;
Basic usage
Console.WriteLine(new Vector2(104.4f,0).HasGreater(new Vector2(104.399f,0)));// we get true
Implementation for Vector3
public readonly bool HasGreater(Vector3 vector) => X > vector.X || Y > vector.Y || Z > vector.Z;
Basic usage
Console.WriteLine(new Vector3(52,0, -100).HasGerater(52,10,100));// we get false
IVector GetRound method
Returns vector with round values by decimals parameters : int decimals decimal until it will be round
Implementation for Vector2
public readonly Vector2 GetRound(int decimals) => new((float)Math.Round(X, decimals), (float)Math.Round(Y, decimals));
Basic usage
Console.WriteLine(new Vector2(5.555f , 3.33f).GetRound(1));// Vector2 {5,6; 3,3;}
Implementation for Vector3
public readonly Vector3 GetRound(int decimals) => new((float)Math.Round(X, decimals), (float)Math.Round(Y, decimals), (float)Math.Round(Z, decimals));```
Basic usage
```cs
Console.WriteLine(new Vector3(1.45312f , Math.PI , 52.342342f).GetRoound(1)); we got Vector3{1,5;3,1;52,3}
IVector Clamp method
Returns vector with clamped values
parameters : Vector min_range - min ranges by that we clamps, Vector max_range - max ranges, that is this.X = Math.Clamp(min_range.X,max_range.X) here we clamps our value between range_vectors;
Implementation for Vector2
public readonly Vector2 Clamp(Vector2 min_range, Vector2 max_range) => new Vector2(Math.Clamp(X, min_range.X, max_range.X), Math.Clamp(Y, min_range.Y,max_range.Y));
Basic usage
Console.WriteLine(new Vector2(14,2).Clamp(new Vector2(0 , 3)) , new Vector2(10,5));// we get { 10 , 2}
Implementation for Vector3
public readonly Vector3 Clamp(Vector3 min_range, Vector3 max_range) => new Vector3(Math.Clamp(X, min_range.X, max_range.X), Math.Clamp(Y, min_range.Y,max_range.Y), Math.Clamp(Z, min_range.Z, max_range.Z));
Basic usage
Console.WriteLine(new Vector3(52,33,-4).Clamp(new Vector3(50,40.4f,-10), new Vector3(100,50.4f,-5)));// we get { 52, 40.4f,-5}
IVector ToString method
Returns string converted from vector
parameters : char beginning bracket , ending bracket and char separator
Implementation for Vector2
public readonly string ToString(char first_bracket, char second_bracket, char separator = ';') => first_bracket + " " + X + separator + " " + Y + second_bracket;
Basic usage
ToIbxVector(Vector2 vector)
{
return vector.ToString('(' ,')');
}
Console.WriteLine(new Vector2(-2.445, 53.41)); // we get (-2.445, 53.41)
Implementation for Vector3
public readonly string ToString(char first_bracket, char second_bracket, char divider = ',') => first_bracket + " " + X + divider + " " + Y + divider + " " + Z + second_bracket;
Basic usage
ToIbxVector(Vector3 vector)
{
return vector.ToString('(' ,')');
}
Console.WriteLine(new Vector2(-1; 0,4; 32,43)); // we get (-1; 0,4; 32,43)
IVector FromString method
Returns vector converted from string
parameters : char beginning bracket , ending bracket and char separator
Implementation for Vector2
public static Vector2 FromString(string str, char first_bracket, char second_bracket, char separator = ';')
{
str = str.Trim(first_bracket, second_bracket);
string[] splited = str.Split(separator);
return FromArray(str.Trim(first_bracket, second_bracket).Split(separator).Select(float.Parse).ToArray());
}
Basic usage
Console.WriteLine(Vector2.FromString("(-14,23;1,54)" , '(' ,')')); // we get Vector2 {-14,23;1,54}
Implementation for Vector3
public static Vector3 FromString(string str, char first_bracket, char second_bracket, char separator = ';')
{
str = str.Trim(first_bracket, second_bracket);
string[] splited = str.Split(separator);
return FromArray(str.Trim(first_bracket, second_bracket).Split(separator).Select(float.Parse).ToArray());
}
Basic usage
Console.WriteLine(Vector2.FromString("(543,543;-71,61;0,44)" , '(' ,')' )); // we get Vector2 {543,543;-71,61;0,44}
IVector GetRandom method
Returns random vector between min and max
parameters of first reloading : Vector min - every value is min bound of value in output vector , Vector max - every value is max bound of value in output vector
parameters of second reloading : flaot min , float max - one bound for any of vector
Implementation for Vector2
public static Vector2 GetRandom(float min, float max) => GetRandom(GetWithEquals(min), GetWithEquals(max));
public static Vector2 GetRandom(Vector2 min, Vector2 max)
{
Random random = new Random();
return new(random.Next((int)min.X, (int)max.X) + (float)random.NextDouble(), random.Next((int)min.Y, (int)max.Y) + (float)random.NextDouble());
}
Basic usage
Console.WriteLine(Vector2.GetRandom(new Vector2(4,7) , new Vector2(7 , 10))); // we got sort of Vector2{2,985453 ; 9,314}
Implementation for Vector3
public static Vector3 GetRandom(float min, float max) => GetRandom(GetWithEquals(min), GetWithEquals(max));
public static Vector3 GetRandom(Vector3 min, Vector3 max)
{
Random random = new Random();
return new(random.Next((int)min.X, (int)max.X) + (float)random.NextDouble(), random.Next((int)min.Y, (int)max.Y) + (float)random.NextDouble(), random.Next((int)min.Z, (int)max.Z) + (float)random.NextDouble());
}
Basic usage
Console.WriteLine(Vector3.GetRandom(5, 10)); // we got sort of Vector3{5,4361 ; 6,51234}
IVector ToArray method
Returns array converted from vector
parameters : -
Implementation for Vector2
public readonly float[] ToArray()
{
return [X, Y];
}
Basic usage
Debug.WriteLine(new Vector2(2.2f , 54.3f).ToArray()); // we got new Array[2,2f; 54,3f]
Implementation for Vector3
public readonly float[] ToArray()
{
return [X, Y, Z];
}
Basic usage
ToIbxVector(Vector3 vector)
{
return vector.ToString('(' ,')');
}
Console.WriteLine(new Vector2( 0.4, 32.43 , -13.232f).ToArray()); // we get new Array[0,4f;32,43f; -13.232f]
IVector FromArray method
Returns vector converted from array
parameters : float array
Implementation for Vector2
public static Vector2 FromArray(float[] array)
{
if (array.Length < 2) throw new ArgumentException(Vectors.ArrayShorterThenVectorValues + typeof(Vector2));
return new(array[0], array[1]);
}
Basic usage
Vector2[] vectors = [46534.34f,55689.25f]
Console.WriteLine(Vector2.FromArray(vectors)); // we got Vector2 {46534,34f;55689,25f}
Implementation for Vector3
public static Vector2 FromArray(float[] array)
{
if (array.Length < 2) throw new ArgumentException(Vectors.ArrayShorterThenVectorValues + typeof(Vector2));
return new(array[0], array[1] , array[2]);
}
Basic usage
Vector3[] vectors = [52.3f,55.3f,-324.4f]
Console.WriteLine(Vector3.FromArray(vectors)); // we got Vector3 {52,3f;55,3f;-324,4f}
IVector GetWithEquals method
Returns vector with the same values
parameters : float value that gonna be value
Implementation for Vector2
public static Vector2 GetWithEquals(float value) => new(value, value);
Basic usage
Debug.Write(Vector2.GetWithEquals(-0.3f)); // we got Vector2{-0.3f;-0.3f}
Implementation for Vector3
public static Vector3 GetWithEquals(float value) => new(value, value, value);
Basic usage
Debug.Write(Vector3.GetWithEquals(52f)); // we got Vector3{ 52; 52; 52}
FromAngle method
Returns vector on the circle (Vector2) / sphere (Vector3),
parameters : float radius - radius of figure , angle (angle between X and Y) , angleZ (Vector3) angle of z axis
Implementation for Vector2
public static Vector2 FromAngle(float radius, float angle)
{
var (sin, cos) = Math.SinCos(angle);
return new(
(float)cos * radius,
(float)sin * radius
);
}
Basic usage
int pointsAmount = 10;
float radius = 10F;
for (int i = 0; i < pointsAmount; i++)
{
float currentAngle = i * (9*(float)Math.PI / 180);
Console.WriteLine(Vector2.FromAngle(radius,currentAngle));
}
Implementation for Vector3
public static Vector3 FromAngle(float radius, float angle, float angleZ)
{
var (sin, cos) = Math.SinCos(angle);
var (sinZ, cosZ) = Math.SinCos(angleZ);
return new(
(float)cos * (float)sinZ * radius,
(float)sin * (float)sinZ * radius,
(float)cosZ * radius;
);
}
Basic usage
Debug.Write(Vector3.FromAngle(12f, (float)Math.PI/180 * 30 , (flaot) Math.PI/180 * 45);
GetCross method
Returns cross of two vectors,
parameters : first vector, second vector
Implementation for Vector2
public static float GetCross(Vector2 first, Vector2 second)
{
return first.X * second.Y - first.Y * second.X;
}
Basic usage
float cross = Vector2.GetCross(new(1,4), new(3,8)); // we get -4
Implementation for Vector3
public static Vector3 GetCross(Vector3 first, Vector3 second)
{
return new(
first.Y * second.Z - first.Z * second.Y,
first.Z * second.X - first.X * second.Z,
first.X * second.Y - first.Y * second.X);
}
Basic usage
Vector3 cross = Vectors.GetNormalized(default, Vector3.GetCross(new(4,0,0), new(0,0,6))); // we get Vector3{0,1,0}
IVector GetNormalized method
Returns cross of two vectors,
parameters : first vector, second vector
Implementation for Vector2
public readonly Vector2 GetNormalized(Vector2 origin = default)
{
return (this - origin) / (this - origin).GetMagnitude();
}
Basic usage
Vector2 normalized = new(3,4).GetNormalized() // we get Vector2{0.6f,0.8f}
Implementation for Vector3
public readonly Vector3 GetNormalized(Vector3 origin = default)
{
return (this - origin) / (this - origin).GetMagnitude();
}
Basic usage
Vector3 cross = Vector3.GetCross(new(4,0,0), new(0,0,6))).GetNormalized(); // we get Vector3{0,1,0}
Vector ToVector method
Returns cast vector to other dimension vector
Parameters : zValue - value of new Vector3's z Implementation for Vector2
public readonly Vector3 ToVector3(float zValue = 0)
{
return new(X, Y, zValue);
}
Basic usage
var vector3 = new Vector2(1,0.33f).ToVector3(14f);// we get new Vector2{1,0.33f,14}
Implementation for Vector3
public readonly Vector2 ToVector2()
{
return new(X, Y);
}
Basic usage
var vector2 = new Vector3(0.35f,52,6).ToVector2();// we get new Vector2{0.35f,52}
Vectors
static class to comfortablier use Vectors, has very useful Methods
public static class Vectors
{
public static float GetMagnitude<T>(T origin, T target) where T : IVector<T> => (origin - target).GetMagnitude();
public static float GetDot<T>(T first, T second) where T : IVector<T> => (first * second).GetSum();
public static T GetCenter<T>(IEnumerable<T> vectors) where T : IVector<T>, new()
{
if (!vectors.Any())
throw new ArgumentException();
int count = 0;
T total_sum = new();
foreach (var vector in vectors)
{
total_sum = (total_sum + vector);
count++;
}
return total_sum / count;
}
public static T GetNormalizedInBounds<T>(T min, T max, float value) where T : IVector<T>
{
if (min.HasEquals(max)) throw new DivideByZeroException(VectorsHasEqualsNumbersMessage);
if (min.HasGreater(max)) throw new ArgumentException(MinGreaterThenMaxErrorMessage);
Math.Clamp(value, 0, 1);
return min + (max - min) * value;
}
public static T GetDirection<T>(T first, T second) where T : IVector<T>
{
if (second.Equals(first)) return default;
return second.GetNormalized(first);
}
Vectors GetMagnitude method
return : magnitude of given vectors
parameters : Vector origin , Vector target
usages :
Console.WriteLine(Vectors.GetMagnitude(new Vector3(1, 2, 4), new Vector3(2, 2, 2)));//we get √5
Console.WriteLine(Vectors.GetMagnitude(new Vector2(3,15), new Vector2(6,5)));//we get √109
Vectors GetDirection method
return : normalized direction of two Vectors parameters : Vector origin , Vector target
usages :
Console.WriteLine(Vectors.GetDirection(new Vector3(1, 2, 4), new Vector3(2, 2, 2)));//we get {-0,447...; 0,894...}
Console.WriteLine(Vectors.GetDirection(new Vector2(3,15), new Vector2(6,5)));//we get {-0,287..;0,957..}
Vectors GetCenter method
return : normalized direction of two Vectors parameters : IEnumberable of Vectors
usages :
Console.WriteLine(Vectors.GetCenter(new List<Vector2>() { new Vector2(11, 1), new Vector2(33, 3) }));//we get {22,2}
Vectors GetDot method
return : returns dot of two given vectors parameters : vector1 - first vector vector2 second vector
usages :
Console.WriteLine(Vectors.GetDot(new Vector3(9,6,11.4f) , new Vector3(5.4f,3,6)));//we get {135}
Vectors GetNormalizedInBounds method
return : initial vector that was normalized between max and min parameters : Vector min - min threshold , Vector max - max threshold , float value - value must be clamped from 0 to 1
usages :
Console.WriteLine(Vectors.GetNormalizedInBounds(new Vector2(15,52) , new Vector2(45,56),0.5));//we get {30,54}
Product | Versions Compatible and additional computed target framework versions. |
---|---|
.NET | net9.0 is compatible. net9.0-android was computed. net9.0-browser was computed. net9.0-ios was computed. net9.0-maccatalyst was computed. net9.0-macos was computed. net9.0-tvos was computed. net9.0-windows was computed. net10.0 was computed. net10.0-android was computed. net10.0-browser was computed. net10.0-ios was computed. net10.0-maccatalyst was computed. net10.0-macos was computed. net10.0-tvos was computed. net10.0-windows was computed. |
-
net9.0
- No dependencies.
NuGet packages (1)
Showing the top 1 NuGet packages that depend on Dimension:
Package | Downloads |
---|---|
GraphFunctions
.Net Packege for creating and building Graphical Functions |
GitHub repositories
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Vector3.ToVector2(), Vector2.ToVector3(), Vectors.GetDirection changed , Vectors.GetNormalized removed