Inherits IEquatable< Vector >.
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static readonly Vector | Backward = new Vector(0, 0, 1) |
| The unit vector pointing backward along the positive z-axis: (0, 0, 1) More...
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static readonly Vector | Down = new Vector(0, -1, 0) |
| The unit vector pointing down along the negative y-axis: (0, -1, 0) More...
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static readonly Vector | Forward = new Vector(0, 0, -1) |
| The unit vector pointing forward along the negative z-axis: (0, 0, -1) More...
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static readonly Vector | Left = new Vector(-1, 0, 0) |
| The unit vector pointing left along the negative x-axis: (-1, 0, 0) More...
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static readonly Vector | Ones = new Vector(1, 1, 1) |
| The ones vector: (1, 1, 1) More...
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static readonly Vector | Right = new Vector(1, 0, 0) |
| The unit vector pointing right along the positive x-axis: (1, 0, 0) More...
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static readonly Vector | Up = new Vector(0, 1, 0) |
| The unit vector pointing up along the positive y-axis: (0, 1, 0) More...
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static readonly Vector | XAxis = new Vector(1, 0, 0) |
| The x-axis unit vector: (1, 0, 0) More...
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static readonly Vector | YAxis = new Vector(0, 1, 0) |
| The y-axis unit vector: (0, 1, 0) More...
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static readonly Vector | ZAxis = new Vector(0, 0, 1) |
| The z-axis unit vector: (0, 0, 1) More...
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static readonly Vector | Zero = new Vector(0, 0, 0) |
| The zero vector: (0, 0, 0) More...
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The Vector struct represents a three-component mathematical vector or point such as a direction or position in three-dimensional space.
The Leap Motion software employs a right-handed Cartesian coordinate system. Values given are in units of real-world millimeters. The origin is centered at the center of the Leap Motion Controller. The x- and z-axes lie in the horizontal plane, with the x-axis running parallel to the long edge of the device. The y-axis is vertical, with positive values increasing upwards (in contrast to the downward orientation of most computer graphics coordinate systems). The z-axis has positive values increasing away from the computer screen.
- Since
- 1.0
The magnitude, or length, of this vector.
The magnitude is the L2 norm, or Euclidean distance between the origin and the point represented by the (x, y, z) components of this Vector object.
float length = thisVector.Magnitude;
- Returns
- The length of this vector.
- Since
- 1.0
The pitch angle in radians.
Pitch is the angle between the negative z-axis and the projection of the vector onto the y-z plane. In other words, pitch represents rotation around the x-axis. If the vector points upward, the returned angle is between 0 and pi radians (180 degrees); if it points downward, the angle is between 0 and -pi radians.
float pitchInRadians = thisVector.Pitch;
- Returns
- The angle of this vector above or below the horizon (x-z plane).
- Since
- 1.0
The roll angle in radians.
Roll is the angle between the y-axis and the projection of the vector onto the x-y plane. In other words, roll represents rotation around the z-axis. If the vector points to the left of the y-axis, then the returned angle is between 0 and pi radians (180 degrees); if it points to the right, the angle is between 0 and -pi radians.
Use this function to get roll angle of the plane to which this vector is a normal. For example, if this vector represents the normal to the palm, then this function returns the tilt or roll of the palm plane compared to the horizontal (x-z) plane.
float rollInRadians = thatVector.Roll;
- Returns
- The angle of this vector to the right or left of the y-axis.
- Since
- 1.0
The yaw angle in radians.
Yaw is the angle between the negative z-axis and the projection of the vector onto the x-z plane. In other words, yaw represents rotation around the y-axis. If the vector points to the right of the negative z-axis, then the returned angle is between 0 and pi radians (180 degrees); if it points to the left, the angle is between 0 and -pi radians.
float yawInRadians = thisVector.Yaw;
- Returns
- The angle of this vector to the right or left of the negative z-axis.
- Since
- 1.0