Versions in this module Expand all Collapse all v0 v0.1.0 Mar 14, 2019 Changes in this version + const Pi + var Infinity = float32(math.Inf(1)) + func Abs(v float32) float32 + func Acos(v float32) float32 + func Asin(v float32) float32 + func Atan(v float32) float32 + func Atan2(y, x float32) float32 + func Ceil(v float32) float32 + func Clamp(x, a, b float32) float32 + func ClampInt(x, a, b int) int + func ContainsPoint(point, a, b, c *Vector3) bool + func Cos(v float32) float32 + func DegToRad(degrees float32) float32 + func Floor(v float32) float32 + func Inf(sign int) float32 + func IsNaN(v float32) bool + func Max(a, b float32) float32 + func Min(a, b float32) float32 + func Mod(a, b float32) float32 + func NaN() float32 + func Pow(a, b float32) float32 + func RadToDeg(radians float32) float32 + func Round(v float32) float32 + func Sin(v float32) float32 + func Sqrt(v float32) float32 + func Tan(v float32) float32 + type ArrayF32 []float32 + func NewArrayF32(size, capacity int) ArrayF32 + func (a *ArrayF32) Append(v ...float32) + func (a *ArrayF32) AppendColor(v ...*Color) + func (a *ArrayF32) AppendColor4(v ...*Color4) + func (a *ArrayF32) AppendVector2(v ...*Vector2) + func (a *ArrayF32) AppendVector3(v ...*Vector3) + func (a *ArrayF32) AppendVector4(v ...*Vector4) + func (a *ArrayF32) Bytes() int + func (a *ArrayF32) Len() int + func (a *ArrayF32) Size() int + func (a ArrayF32) GetColor(pos int, v *Color) + func (a ArrayF32) GetColor4(pos int, v *Color4) + func (a ArrayF32) GetMatrix4(pos int, m *Matrix4) + func (a ArrayF32) GetVector2(pos int, v *Vector2) + func (a ArrayF32) GetVector3(pos int, v *Vector3) + func (a ArrayF32) GetVector4(pos int, v *Vector4) + func (a ArrayF32) Set(pos int, v ...float32) + func (a ArrayF32) SetColor(pos int, v *Color) + func (a ArrayF32) SetColor4(pos int, v *Color4) + func (a ArrayF32) SetVector2(pos int, v *Vector2) + func (a ArrayF32) SetVector3(pos int, v *Vector3) + func (a ArrayF32) SetVector4(pos int, v *Vector4) + type ArrayU32 []uint32 + func NewArrayU32(size, capacity int) ArrayU32 + func (a *ArrayU32) Append(v ...uint32) + func (a *ArrayU32) Bytes() int + func (a *ArrayU32) Len() int + func (a *ArrayU32) Size() int + type Box2 struct + func NewBox2(min, max *Vector2) *Box2 + func (b *Box2) Center(optionalTarget *Vector2) *Vector2 + func (b *Box2) ClampPoint(point *Vector2, optionalTarget *Vector2) *Vector2 + func (b *Box2) ContainsBox(other *Box2) bool + func (b *Box2) ContainsPoint(point *Vector2) bool + func (b *Box2) Copy(box *Box2) *Box2 + func (b *Box2) DistanceToPoint(point *Vector2) float32 + func (b *Box2) Empty() bool + func (b *Box2) Equals(other *Box2) bool + func (b *Box2) ExpandByPoint(point *Vector2) *Box2 + func (b *Box2) ExpandByScalar(scalar float32) *Box2 + func (b *Box2) ExpandByVector(vector *Vector2) *Box2 + func (b *Box2) Intersect(other *Box2) *Box2 + func (b *Box2) IsIntersectionBox(other *Box2) bool + func (b *Box2) MakeEmpty() *Box2 + func (b *Box2) Set(min, max *Vector2) *Box2 + func (b *Box2) SetFromCenterAndSize(center, size *Vector2) *Box2 + func (b *Box2) SetFromPoints(points []*Vector2) *Box2 + func (b *Box2) Size(optionalTarget *Vector2) *Vector2 + func (b *Box2) Translate(offset *Vector2) *Box2 + func (b *Box2) Union(other *Box2) *Box2 + type Box3 struct + Max Vector3 + Min Vector3 + func NewBox3(min, max *Vector3) *Box3 + func (b *Box3) ApplyMatrix4(m *Matrix4) *Box3 + func (b *Box3) Center(optionalTarget *Vector3) *Vector3 + func (b *Box3) ClampPoint(point *Vector3, optionalTarget *Vector3) *Vector3 + func (b *Box3) Clone() *Box3 + func (b *Box3) ContainsBox(box *Box3) bool + func (b *Box3) ContainsPoint(point *Vector3) bool + func (b *Box3) Copy(other *Box3) *Box3 + func (b *Box3) DistanceToPoint(point *Vector3) float32 + func (b *Box3) Empty() bool + func (b *Box3) Equals(other *Box3) bool + func (b *Box3) ExpandByPoint(point *Vector3) *Box3 + func (b *Box3) ExpandByScalar(scalar float32) *Box3 + func (b *Box3) ExpandByVector(vector *Vector3) *Box3 + func (b *Box3) GetBoundingSphere(optionalTarget *Sphere) *Sphere + func (b *Box3) Intersect(other *Box3) *Box3 + func (b *Box3) IsIntersectionBox(other *Box3) bool + func (b *Box3) MakeEmpty() *Box3 + func (b *Box3) Set(min, max *Vector3) *Box3 + func (b *Box3) SetFromCenterAndSize(center, size *Vector3) *Box3 + func (b *Box3) SetFromPoints(points []Vector3) *Box3 + func (b *Box3) Size(optionalTarget *Vector3) *Vector3 + func (b *Box3) Translate(offset *Vector3) *Box3 + func (b *Box3) Union(other *Box3) *Box3 + type Color struct + B float32 + G float32 + R float32 + func ColorName(name string) Color + func IsColorName(name string) (Color, bool) + func NewColor(name string) *Color + func NewColorHex(color uint) *Color + func (c *Color) Add(other *Color) *Color + func (c *Color) AddColors(color1, color2 *Color) *Color + func (c *Color) AddScalar(s float32) *Color + func (c *Color) Equals(other *Color) bool + func (c *Color) Lerp(color *Color, alpha float32) *Color + func (c *Color) Multiply(other *Color) *Color + func (c *Color) MultiplyScalar(v float32) *Color + func (c *Color) Set(r, g, b float32) *Color + func (c *Color) SetHex(value uint) *Color + func (c *Color) SetName(name string) *Color + type Color4 struct + A float32 + B float32 + G float32 + R float32 + func Color4Name(name string, alpha ...float32) Color4 + func NewColor4(name string, alpha ...float32) *Color4 + func (c *Color4) Add(other *Color4) *Color4 + func (c *Color4) FromColor(other *Color, alpha float32) + func (c *Color4) MultiplyScalar(v float32) *Color4 + func (c *Color4) Set(r, g, b, a float32) *Color4 + func (c *Color4) SetHex(value uint) *Color4 + func (c *Color4) SetName(name string) *Color4 + func (c *Color4) ToColor() Color + type Frustum struct + func NewFrustum(p0, p1, p2, p3, p4, p5 *Plane) *Frustum + func NewFrustumFromMatrix(m *Matrix4) *Frustum + func (f *Frustum) Clone() *Frustum + func (f *Frustum) ContainsPoint(point *Vector3) bool + func (f *Frustum) Copy(frustum *Frustum) *Frustum + func (f *Frustum) IntersectsBox(box *Box3) bool + func (f *Frustum) IntersectsSphere(sphere *Sphere) bool + func (f *Frustum) Set(p0, p1, p2, p3, p4, p5 *Plane) *Frustum + func (f *Frustum) SetFromMatrix(m *Matrix4) *Frustum + type Line3 struct + func NewLine3(start, end *Vector3) *Line3 + func (l *Line3) ApplyMatrix4(matrix *Matrix4) *Line3 + func (l *Line3) Center(optionalTarget *Vector3) *Vector3 + func (l *Line3) Clone() *Line3 + func (l *Line3) Copy(other *Line3) *Line3 + func (l *Line3) Delta(optionalTarget *Vector3) *Vector3 + func (l *Line3) Distance() float32 + func (l *Line3) DistanceSq() float32 + func (l *Line3) Equals(other *Line3) bool + func (l *Line3) Set(start, end *Vector3) *Line3 + type Matrix3 [9]float32 + func NewMatrix3() *Matrix3 + func (m *Matrix3) ApplyToVector3Array(array []float32, offset int, length int) []float32 + func (m *Matrix3) Clone() *Matrix3 + func (m *Matrix3) Copy(src *Matrix3) *Matrix3 + func (m *Matrix3) Determinant() float32 + func (m *Matrix3) FromArray(array []float32, offset int) *Matrix3 + func (m *Matrix3) GetInverse(src *Matrix3) error + func (m *Matrix3) GetNormalMatrix(src *Matrix4) error + func (m *Matrix3) Identity() *Matrix3 + func (m *Matrix3) MakeRotationFromQuaternion(q *Quaternion) *Matrix3 + func (m *Matrix3) Multiply(other *Matrix3) *Matrix3 + func (m *Matrix3) MultiplyMatrices(a, b *Matrix3) *Matrix3 + func (m *Matrix3) MultiplyScalar(s float32) *Matrix3 + func (m *Matrix3) ScaleColumns(v *Vector3) *Matrix3 + func (m *Matrix3) Set(n11, n12, n13, n21, n22, n23, n31, n32, n33 float32) *Matrix3 + func (m *Matrix3) SetFromMatrix4(src *Matrix4) *Matrix3 + func (m *Matrix3) ToArray(array []float32, offset int) []float32 + func (m *Matrix3) Transpose() *Matrix3 + func (m *Matrix3) Zero() *Matrix3 + type Matrix4 [16]float32 + func NewMatrix4() *Matrix4 + func (m *Matrix4) ApplyToVector3Array(array []float32, offset int, length int) []float32 + func (m *Matrix4) Clone() *Matrix4 + func (m *Matrix4) Compose(position *Vector3, quaternion *Quaternion, scale *Vector3) *Matrix4 + func (m *Matrix4) Copy(src *Matrix4) *Matrix4 + func (m *Matrix4) CopyPosition(src *Matrix4) *Matrix4 + func (m *Matrix4) Decompose(position *Vector3, quaternion *Quaternion, scale *Vector3) *Matrix4 + func (m *Matrix4) Determinant() float32 + func (m *Matrix4) ExtractBasis(xAxis, yAxis, zAxis *Vector3) *Matrix4 + func (m *Matrix4) ExtractRotation(src *Matrix4) *Matrix4 + func (m *Matrix4) FromArray(array []float32, offset int) *Matrix4 + func (m *Matrix4) GetInverse(src *Matrix4) error + func (m *Matrix4) GetMaxScaleOnAxis() float32 + func (m *Matrix4) Identity() *Matrix4 + func (m *Matrix4) LookAt(eye, target, up *Vector3) *Matrix4 + func (m *Matrix4) MakeBasis(xAxis, yAxis, zAxis *Vector3) *Matrix4 + func (m *Matrix4) MakeFrustum(left, right, bottom, top, near, far float32) *Matrix4 + func (m *Matrix4) MakeOrthographic(left, right, top, bottom, near, far float32) *Matrix4 + func (m *Matrix4) MakePerspective(fov, aspect, near, far float32) *Matrix4 + func (m *Matrix4) MakeRotationAxis(axis *Vector3, angle float32) *Matrix4 + func (m *Matrix4) MakeRotationFromEuler(euler *Vector3) *Matrix4 + func (m *Matrix4) MakeRotationFromQuaternion(q *Quaternion) *Matrix4 + func (m *Matrix4) MakeRotationX(theta float32) *Matrix4 + func (m *Matrix4) MakeRotationY(theta float32) *Matrix4 + func (m *Matrix4) MakeRotationZ(theta float32) *Matrix4 + func (m *Matrix4) MakeScale(x, y, z float32) *Matrix4 + func (m *Matrix4) MakeTranslation(x, y, z float32) *Matrix4 + func (m *Matrix4) Multiply(other *Matrix4) *Matrix4 + func (m *Matrix4) MultiplyMatrices(a, b *Matrix4) *Matrix4 + func (m *Matrix4) MultiplyScalar(s float32) *Matrix4 + func (m *Matrix4) Scale(v *Vector3) *Matrix4 + func (m *Matrix4) Set(...) *Matrix4 + func (m *Matrix4) SetPosition(v *Vector3) *Matrix4 + func (m *Matrix4) ToArray(array []float32, offset int) []float32 + func (m *Matrix4) Transpose() *Matrix4 + func (m *Matrix4) Zero() *Matrix4 + type Plane struct + func NewPlane(normal *Vector3, constant float32) *Plane + func (p *Plane) Clone(plane *Plane) *Plane + func (p *Plane) CoplanarPoint(optionalTarget *Vector3) *Vector3 + func (p *Plane) Copy(other *Plane) *Plane + func (p *Plane) DistanceToPoint(point *Vector3) float32 + func (p *Plane) DistanceToSphere(sphere *Sphere) float32 + func (p *Plane) Equals(other *Plane) bool + func (p *Plane) IntersectLine(line *Line3, optionalTarget *Vector3) *Vector3 + func (p *Plane) IsIntersectionLine(line *Line3) bool + func (p *Plane) Negate() *Plane + func (p *Plane) Normalize() *Plane + func (p *Plane) Set(normal *Vector3, constant float32) *Plane + func (p *Plane) SetComponents(x, y, z, w float32) *Plane + func (p *Plane) SetFromCoplanarPoints(a, b, c *Vector3) *Plane + func (p *Plane) SetFromNormalAndCoplanarPoint(normal *Vector3, point *Vector3) *Plane + func (p *Plane) Translate(offset *Vector3) *Plane + type Quaternion struct + W float32 + X float32 + Y float32 + Z float32 + func NewQuaternion(x, y, z, w float32) *Quaternion + func (q *Quaternion) Clone() *Quaternion + func (q *Quaternion) Conjugate() *Quaternion + func (q *Quaternion) Copy(other *Quaternion) *Quaternion + func (q *Quaternion) Dot(other *Quaternion) float32 + func (q *Quaternion) Equals(other *Quaternion) bool + func (q *Quaternion) FromArray(array []float32, offset int) *Quaternion + func (q *Quaternion) Inverse() *Quaternion + func (q *Quaternion) IsIdentity() bool + func (q *Quaternion) Length() float32 + func (q *Quaternion) Multiply(other *Quaternion) *Quaternion + func (q *Quaternion) MultiplyQuaternions(a, b *Quaternion) *Quaternion + func (q *Quaternion) Normalize() *Quaternion + func (q *Quaternion) NormalizeFast() *Quaternion + func (q *Quaternion) Set(x, y, z, w float32) *Quaternion + func (q *Quaternion) SetFromAxisAngle(axis *Vector3, angle float32) *Quaternion + func (q *Quaternion) SetFromEuler(euler *Vector3) *Quaternion + func (q *Quaternion) SetFromRotationMatrix(m *Matrix4) *Quaternion + func (q *Quaternion) SetFromUnitVectors(vFrom, vTo *Vector3) *Quaternion + func (q *Quaternion) SetIdentity() *Quaternion + func (q *Quaternion) SetW(val float32) *Quaternion + func (q *Quaternion) SetX(val float32) *Quaternion + func (q *Quaternion) SetY(val float32) *Quaternion + func (q *Quaternion) SetZ(val float32) *Quaternion + func (q *Quaternion) Slerp(other *Quaternion, t float32) *Quaternion + func (q *Quaternion) ToArray(array []float32, offset int) []float32 + type Ray struct + func NewRay(origin *Vector3, direction *Vector3) *Ray + func (ray *Ray) ApplyMatrix4(matrix4 *Matrix4) *Ray + func (ray *Ray) At(t float32, optionalTarget *Vector3) *Vector3 + func (ray *Ray) Clone() *Ray + func (ray *Ray) ClosestPointToPoint(point, optionalTarget *Vector3) *Vector3 + func (ray *Ray) Copy(other *Ray) *Ray + func (ray *Ray) Direction() Vector3 + func (ray *Ray) DistanceSqToPoint(point *Vector3) float32 + func (ray *Ray) DistanceSqToSegment(v0, v1, optionalPointOnRay, optionalPointOnSegment *Vector3) float32 + func (ray *Ray) DistanceToPlane(plane *Plane) float32 + func (ray *Ray) DistanceToPoint(point *Vector3) float32 + func (ray *Ray) Equals(other *Ray) bool + func (ray *Ray) IntersectBox(box *Box3, optionalTarget *Vector3) *Vector3 + func (ray *Ray) IntersectPlane(plane *Plane, optionalTarget *Vector3) *Vector3 + func (ray *Ray) IntersectSphere(sphere *Sphere, optionalTarget *Vector3) *Vector3 + func (ray *Ray) IntersectTriangle(a, b, c *Vector3, backfaceCulling bool, point *Vector3) bool + func (ray *Ray) IsIntersectPlane(plane *Plane) bool + func (ray *Ray) IsIntersectionBox(box *Box3) bool + func (ray *Ray) IsIntersectionSphere(sphere *Sphere) bool + func (ray *Ray) Origin() Vector3 + func (ray *Ray) Recast(t float32) *Ray + func (ray *Ray) Set(origin, direction *Vector3) *Ray + type Sphere struct + Center Vector3 + Radius float32 + func NewSphere(center *Vector3, radius float32) *Sphere + func (s *Sphere) ApplyMatrix4(matrix *Matrix4) *Sphere + func (s *Sphere) ClampPoint(point *Vector3, optionalTarget *Vector3) *Vector3 + func (s *Sphere) ContainsPoint(point *Vector3) bool + func (s *Sphere) Copy(other *Sphere) *Sphere + func (s *Sphere) DistanceToPoint(point *Vector3) float32 + func (s *Sphere) Empty(sphere *Sphere) bool + func (s *Sphere) GetBoundingBox(optionalTarget *Box3) *Box3 + func (s *Sphere) IntersectSphere(other *Sphere) bool + func (s *Sphere) Set(center *Vector3, radius float32) *Sphere + func (s *Sphere) SetFromPoints(points []Vector3, optionalCenter *Vector3) *Sphere + func (s *Sphere) Translate(offset *Vector3) *Sphere + type Spline struct + func NewSpline(points []Vector3) *Spline + func (this *Spline) InitFromArray(a []float32) + type Triangle struct + func NewTriangle(a, b, c *Vector3) *Triangle + func (t *Triangle) Area() float32 + func (t *Triangle) BarycoordFromPoint(point, optionalTarget *Vector3) *Vector3 + func (t *Triangle) Clone(triangle *Triangle) *Triangle + func (t *Triangle) ContainsPoint(point *Vector3) bool + func (t *Triangle) Copy(triangle *Triangle) *Triangle + func (t *Triangle) Equals(triangle *Triangle) bool + func (t *Triangle) Midpoint(optionalTarget *Vector3) *Vector3 + func (t *Triangle) Normal(optionalTarget *Vector3) *Vector3 + func (t *Triangle) Plane(optionalTarget *Plane) *Plane + func (t *Triangle) Set(a, b, c *Vector3) *Triangle + func (t *Triangle) SetFromPointsAndIndices(points []*Vector3, i0, i1, i2 int) *Triangle + type Vector2 struct + X float32 + Y float32 + func NewVec2() *Vector2 + func NewVector2(x, y float32) *Vector2 + func (v *Vector2) Add(other *Vector2) *Vector2 + func (v *Vector2) AddScalar(s float32) *Vector2 + func (v *Vector2) AddVectors(a, b *Vector2) *Vector2 + func (v *Vector2) Ceil() *Vector2 + func (v *Vector2) Clamp(min, max *Vector2) *Vector2 + func (v *Vector2) ClampScalar(minVal, maxVal float32) *Vector2 + func (v *Vector2) Component(index int) float32 + func (v *Vector2) Copy(other *Vector2) *Vector2 + func (v *Vector2) DistanceTo(other *Vector2) float32 + func (v *Vector2) DistanceToSquared(other *Vector2) float32 + func (v *Vector2) Divide(other *Vector2) *Vector2 + func (v *Vector2) DivideScalar(scalar float32) *Vector2 + func (v *Vector2) Dot(other *Vector2) float32 + func (v *Vector2) Equals(other *Vector2) bool + func (v *Vector2) Floor() *Vector2 + func (v *Vector2) FromArray(array []float32, offset int) *Vector2 + func (v *Vector2) InTriangle(p0, p1, p2 *Vector2) bool + func (v *Vector2) Length() float32 + func (v *Vector2) LengthSq() float32 + func (v *Vector2) Lerp(other *Vector2, alpha float32) *Vector2 + func (v *Vector2) Max(other *Vector2) *Vector2 + func (v *Vector2) Min(other *Vector2) *Vector2 + func (v *Vector2) Multiply(other *Vector2) *Vector2 + func (v *Vector2) MultiplyScalar(s float32) *Vector2 + func (v *Vector2) Negate() *Vector2 + func (v *Vector2) Normalize() *Vector2 + func (v *Vector2) Round() *Vector2 + func (v *Vector2) Set(x, y float32) *Vector2 + func (v *Vector2) SetByName(name string, value float32) + func (v *Vector2) SetComponent(index int, value float32) *Vector2 + func (v *Vector2) SetLength(l float32) *Vector2 + func (v *Vector2) SetX(x float32) *Vector2 + func (v *Vector2) SetY(y float32) *Vector2 + func (v *Vector2) Sub(other *Vector2) *Vector2 + func (v *Vector2) SubScalar(s float32) *Vector2 + func (v *Vector2) SubVectors(a, b *Vector2) *Vector2 + func (v *Vector2) ToArray(array []float32, offset int) []float32 + func (v *Vector2) Zero() *Vector2 + type Vector3 struct + X float32 + Y float32 + Z float32 + func BarycoordFromPoint(point, a, b, c, optionalTarget *Vector3) *Vector3 + func NewVec3() *Vector3 + func NewVector3(x, y, z float32) *Vector3 + func Normal(a, b, c, optionalTarget *Vector3) *Vector3 + func (v *Vector3) Add(other *Vector3) *Vector3 + func (v *Vector3) AddScalar(s float32) *Vector3 + func (v *Vector3) AddVectors(a, b *Vector3) *Vector3 + func (v *Vector3) AlmostEquals(other *Vector3, tolerance float32) bool + func (v *Vector3) AngleTo(other *Vector3) float32 + func (v *Vector3) ApplyAxisAngle(axis *Vector3, angle float32) *Vector3 + func (v *Vector3) ApplyMatrix3(m *Matrix3) *Vector3 + func (v *Vector3) ApplyMatrix4(m *Matrix4) *Vector3 + func (v *Vector3) ApplyProjection(m *Matrix4) *Vector3 + func (v *Vector3) ApplyQuaternion(q *Quaternion) *Vector3 + func (v *Vector3) Ceil() *Vector3 + func (v *Vector3) Clamp(min, max *Vector3) *Vector3 + func (v *Vector3) ClampScalar(minVal, maxVal float32) *Vector3 + func (v *Vector3) Clone() *Vector3 + func (v *Vector3) Component(index int) float32 + func (v *Vector3) Copy(other *Vector3) *Vector3 + func (v *Vector3) Cross(other *Vector3) *Vector3 + func (v *Vector3) CrossVectors(a, b *Vector3) *Vector3 + func (v *Vector3) DistanceTo(other *Vector3) float32 + func (v *Vector3) DistanceToSquared(other *Vector3) float32 + func (v *Vector3) Divide(other *Vector3) *Vector3 + func (v *Vector3) DivideScalar(scalar float32) *Vector3 + func (v *Vector3) Dot(other *Vector3) float32 + func (v *Vector3) Equals(other *Vector3) bool + func (v *Vector3) Floor() *Vector3 + func (v *Vector3) FromArray(array []float32, offset int) *Vector3 + func (v *Vector3) Length() float32 + func (v *Vector3) LengthSq() float32 + func (v *Vector3) Lerp(other *Vector3, alpha float32) *Vector3 + func (v *Vector3) Max(other *Vector3) *Vector3 + func (v *Vector3) Min(other *Vector3) *Vector3 + func (v *Vector3) Multiply(other *Vector3) *Vector3 + func (v *Vector3) MultiplyScalar(s float32) *Vector3 + func (v *Vector3) MultiplyVectors(a, b *Vector3) *Vector3 + func (v *Vector3) Negate() *Vector3 + func (v *Vector3) Normalize() *Vector3 + func (v *Vector3) ProjectOnPlane(planeNormal *Vector3) *Vector3 + func (v *Vector3) ProjectOnVector(other *Vector3) *Vector3 + func (v *Vector3) RandomTangents() (*Vector3, *Vector3) + func (v *Vector3) Reflect(normal *Vector3) *Vector3 + func (v *Vector3) Round() *Vector3 + func (v *Vector3) Set(x, y, z float32) *Vector3 + func (v *Vector3) SetByName(name string, value float32) + func (v *Vector3) SetComponent(index int, value float32) + func (v *Vector3) SetFromMatrixColumn(index int, m *Matrix4) *Vector3 + func (v *Vector3) SetFromMatrixPosition(m *Matrix4) *Vector3 + func (v *Vector3) SetFromQuaternion(q *Quaternion) *Vector3 + func (v *Vector3) SetFromRotationMatrix(m *Matrix4) *Vector3 + func (v *Vector3) SetLength(l float32) *Vector3 + func (v *Vector3) SetX(x float32) *Vector3 + func (v *Vector3) SetY(y float32) *Vector3 + func (v *Vector3) SetZ(z float32) *Vector3 + func (v *Vector3) Sub(other *Vector3) *Vector3 + func (v *Vector3) SubScalar(s float32) *Vector3 + func (v *Vector3) SubVectors(a, b *Vector3) *Vector3 + func (v *Vector3) ToArray(array []float32, offset int) []float32 + func (v *Vector3) Zero() *Vector3 + type Vector4 struct + W float32 + X float32 + Y float32 + Z float32 + func NewVec4() *Vector4 + func NewVector4(x, y, z, w float32) *Vector4 + func (v *Vector4) Add(other *Vector4) *Vector4 + func (v *Vector4) AddScalar(s float32) *Vector4 + func (v *Vector4) AddVectors(a, b *Vector4) *Vector4 + func (v *Vector4) ApplyMatrix4(m *Matrix4) *Vector4 + func (v *Vector4) Ceil() *Vector4 + func (v *Vector4) Clamp(min, max *Vector4) *Vector4 + func (v *Vector4) ClampScalar(minVal, maxVal float32) *Vector4 + func (v *Vector4) Clone() *Vector4 + func (v *Vector4) Component(index int) float32 + func (v *Vector4) Copy(other *Vector4) *Vector4 + func (v *Vector4) Divide(other *Vector4) *Vector4 + func (v *Vector4) DivideScalar(scalar float32) *Vector4 + func (v *Vector4) Dot(other *Vector4) float32 + func (v *Vector4) Equals(other *Vector4) bool + func (v *Vector4) Floor() *Vector4 + func (v *Vector4) FromArray(array []float32, offset int) *Vector4 + func (v *Vector4) Length() float32 + func (v *Vector4) LengthSq() float32 + func (v *Vector4) Lerp(other *Vector4, alpha float32) *Vector4 + func (v *Vector4) Max(other *Vector4) *Vector4 + func (v *Vector4) Min(other *Vector4) *Vector4 + func (v *Vector4) Multiply(other *Vector4) *Vector4 + func (v *Vector4) MultiplyScalar(scalar float32) *Vector4 + func (v *Vector4) Negate() *Vector4 + func (v *Vector4) Normalize() *Vector4 + func (v *Vector4) Round() *Vector4 + func (v *Vector4) Set(x, y, z, w float32) *Vector4 + func (v *Vector4) SetAxisAngleFromQuaternion(q *Quaternion) *Vector4 + func (v *Vector4) SetAxisFromRotationMatrix(m *Matrix4) *Vector4 + func (v *Vector4) SetByName(name string, value float32) + func (v *Vector4) SetComponent(index int, value float32) *Vector4 + func (v *Vector4) SetLength(l float32) *Vector4 + func (v *Vector4) SetVector3(other *Vector3, w float32) *Vector4 + func (v *Vector4) SetW(w float32) *Vector4 + func (v *Vector4) SetX(x float32) *Vector4 + func (v *Vector4) SetY(y float32) *Vector4 + func (v *Vector4) SetZ(z float32) *Vector4 + func (v *Vector4) Sub(other *Vector4) *Vector4 + func (v *Vector4) SubScalar(s float32) *Vector4 + func (v *Vector4) SubVectors(a, b *Vector4) *Vector4 + func (v *Vector4) ToArray(array []float32, offset int) []float32 + func (v *Vector4) Zero() *Vector4