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float3[Class Summary]
x
y
z
zero[static][const]
one[static][const]
unitX[static][const]
unitY[static][const]
unitZ[static][const]
nan[static][const]
inf[static][const]
ctor (+5 overloads)
ptr() (+1 overload)
operator[](index) (+1 overload)
At(index) (+1 overload)
operators +,-,*,/(v)[const]
operators +=,-=,*=,/=(v)
Add/Sub/Mul/Div(v)[const] (+1 overload)
xx/xy/xz/..()[const]
xyz/xzy/yzx/..()[const]
Swizzled(i,j)[const] (+2 overloads)
SetFromScalar(scalar)
Set(x,y,z)
ToPos4()[const]
ToDir4()[const]
Length()[const]
LengthSq()[const]
Normalize()
Normalized()[const]
ScaleToLength(newLength)
ScaledToLength(newLength)[const]
IsNormalized(epsilonSq)[const]
IsZero(epsilonSq)[const]
IsFinite()[const]
IsPerpendicular(other,epsilon)[const]
Equals(other,epsilon)[const] (+1 overload)
SumOfElements()[const]
ProductOfElements()[const]
AverageOfElements()[const]
MinElement()[const]
MinElementIndex()[const]
MaxElement()[const]
MaxElementIndex()[const]
Abs()[const]
Neg()[const]
Recip()[const]
Min(ceil)[const] (+1 overload)
Max(floor)[const] (+1 overload)
Clamp(floor,ceil)[const] (+1 overload)
Clamp01()[const]
Distance(point)[const] (+9 overloads)
DistanceSq(point)[const]
Dot(v)[const]
Cross(v)[const]
OuterProduct(rhs)[const]
Perpendicular(hint,hint2)[const]
AnotherPerpendicular(hint,hint2)[const]
Reflect(normal)[const]
Refract(...)[const]
ProjectTo(direction)[const]
ProjectToNorm(direction)[const]
AngleBetween(other)[const]
AngleBetweenNorm(normalizedVector)[const]
Decompose(...)[const]
Lerp(b,t)[const]
FromScalar(scalar)[static]
FromString(str)[static]
ScalarTripleProduct(u,v,w)[static]
Lerp(a,b,t)[static]
Orthogonalize(a,b)[static] (+1 overload)
AreOrthogonal(a,b,epsilon)[static] (+1 overload)
Orthonormalize(a,b)[static] (+1 overload)
AreOrthonormal(a,b,epsilon)[static] (+1 overload)
RandomDir(lcg,length)[static]
RandomSphere(lcg,center,radius)[static]
RandomBox(...)[static] (+1 overload)

float3::ScaleToLength

Syntax

float float3::ScaleToLength(float newLength); [16 lines of code]

Scales this vector so that its new length is as given.

Calling this function is effectively the same as normalizing the vector first and then multiplying by newLength. In the case of failure, this vector is set to (newLength, 0, 0), so calling this function will never result in an unnormalized vector.

Note
This function operates in-place.

Return Value

The old length of this vector. If this function returns 0, the scaling failed, and this vector is arbitrarily reset to (newLength, 0, 0). In case of failure, no error message is generated. You are expected to handle the failure yourself.

Performance

32.842nsecs/call ≈ 30.45M calls/second ≈ 507.48k calls/frame (@ 60fps).
This function does not perform dynamic memory allocation.

See Also

ScaledToLength().

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