Also i'm currently looking it up. I know of sin/cos. I'm learning what i can from online docs.
Vector:
[SPOILER]
#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
[/SPOILER]
Angle:
[SPOILER]
#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
[/SPOILER]