Also i'm currently looking it up. I know of sin/cos. I'm learning what i can from online docs.

Vector:

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#region Properties public float X; public float Y; public float Z; public float Forward { get { return Y; } set { Y = value; } } public float Right { get { return X; } set { X = value; } } public float Up { get { return Z; } set { Z = value; } } #endregion #region Constructors public Vector( ) { X = 0; Y = 0; Z = 0; } public Vector( float x , float y ) { X = x; Y = y; Z = 0; } public Vector( float x , float y , float z ) { X = x; Y = y; Z = z; } #endregion #region Methods public Vector Normalize( ) { } #endregion #region Operators public static Vector operator +( Vector vector1 , Vector vector2 ) { return new Vector ( vector1.X + vector2.X , vector1.Y + vector2.Y , vector1.Z + vector2.Z ); } public static Vector operator -( Vector vector1 , Vector vector2 ) { return new Vector ( vector1.X - vector2.X , vector1.Y - vector2.Y , vector1.Z - vector2.Z ); } public static Vector operator /( Vector vector1 , Vector vector2 ) { return new Vector ( vector1.X / vector2.X , vector1.Y / vector2.Y , vector1.Z / vector2.Z ); } public static Vector operator *( Vector vector1 , Vector vector2 ) { return new Vector ( vector1.X * vector2.X , vector1.Y * vector2.Y , vector1.Z * vector2.Z ); } public static void operator ++( Vector vector ) { vector.Z++; } public static void operator --( Vector vector ) { vector.Z--; } #endregion

Angle:

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#region Properties public float P; public float Y; public float R; public float Pitch { get { return Pitch; } set { P = value; } } public float Yaw { get { return Yaw; } set { Y = value; } } public float Roll { get { return Roll; } set { R = value; } } #endregion #region Constructors public Angle( ) { P = 0; Y = 0; R = 0; } public Angle( float pitch , float yaw ) { P = pitch; Y = yaw; R = 0; } public Angle( float pitch , float yaw , float roll ) { P = pitch; Y = yaw; R = roll; } #endregion #region Methods public Vector Forward( ) { } public Vector Right( ) { } public Vector Up( ) { } #endregion