<!DOCTYPE html> <html lang="en"> <head> <meta charset="utf-8" /> <script src="../../list.js"></script> <script src="../../page.js"></script> <link type="text/css" rel="stylesheet" href="../../page.css" /> </head> <body> <h1>[name]</h1> <div class="desc">3D vector.</div> <h2>Example</h2> <code>var a = new THREE.Vector3( 1, 0, 0 ); var b = new THREE.Vector3( 0, 1, 0 ); var c = new THREE.Vector3(); c.crossVectors( a, b ); </code> <h2>Constructor</h2> <h3>[name]( [page:Float x], [page:Float y], [page:Float z] )</h3> <div> x -- [page:Float] the vector's x value <br /> y -- [page:Float] the vector's y value <br /> z -- [page:Float] the vector's z value </div> <div> A 3 dimensional vector </div> <h2>Properties</h2> <h3>[property:Float x]</h3> <h3>[property:Float y]</h3> <h3>[property:Float z]</h3> <h2>Methods</h2> <h3>[method:Vector3 set]( [page:Float x], [page:Float y], [page:Float z] ) [page:Vector3 this]</h3> <div> Sets value of this vector. </div> <h3>[method:Vector3 setX]( [page:Float x] ) [page:Vector3 this]</h3> <div> Sets x value of this vector. </div> <h3>[method:Vector3 setY]( [page:Float y] ) [page:Vector3 this]</h3> <div> Sets y value of this vector. </div> <h3>[method:Vector3 setZ]( [page:Float z] ) [page:Vector3 this]</h3> <div> Sets z value of this vector. </div> <h3>[method:Vector3 copy]( [page:Vector3 v] ) [page:Vector3 this]</h3> <div> Copies value of *v* to this vector. </div> <h3>[method:Vector3 add]( [page:Vector3 v] ) [page:Vector3 this]</h3> <div> Adds *v* to this vector. </div> <h3>[method:Vector3 addVectors]( [page:Vector3 a], [page:Vector3 b] ) [page:Vector3 this]</h3> <div> Sets this vector to *a + b*. </div> <h3>[method:Vector3 sub]( [page:Vector3 v] ) [page:Vector3 this]</h3> <div> Subtracts *v* from this vector. </div> <h3>[method:Vector3 subVectors]( [page:Vector3 a], [page:Vector3 b] ) [page:Vector3 this]</h3> <div> Sets this vector to *a - b*. </div> <h3>[method:Vector3 multiplyScalar]( [page:Float s] ) [page:Vector3 this]</h3> <div> Multiplies this vector by scalar *s*. </div> <h3>[method:Vector3 divideScalar]( [page:Float s] ) [page:Vector3 this]</h3> <div> Divides this vector by scalar *s*.<br /> Set vector to *( 0, 0, 0 )* if *s == 0*. </div> <h3>[method:Vector3 negate]() [page:Vector3 this]</h3> <div> Inverts this vector. </div> <h3>[method:Float dot]( [page:Vector3 v] )</h3> <div> Computes dot product of this vector and *v*. </div> <h3>[method:Float lengthSq]()</h3> <div> Computes squared length of this vector. </div> <h3>[method:Float length]()</h3> <div> Computes length of this vector. </div> <h3>[method:Float lengthManhattan]()</h3> <div> Computes Manhattan length of this vector.<br /> [link:http://en.wikipedia.org/wiki/Taxicab_geometry] </div> <h3>[method:Vector3 normalize]() [page:Vector3 this]</h3> <div> Normalizes this vector. Transforms this Vector into a Unit vector by dividing the vector by it's length. </div> <h3>[method:Float distanceTo]( [page:Vector3 v] )</h3> <div> Computes distance of this vector to *v*. </div> <h3>[method:Float distanceToSquared]( [page:Vector3 v] )</h3> <div> Computes squared distance of this vector to *v*. </div> <h3>[method:Vector3 setLength]( [page:Float l] ) [page:Vector3 this]</h3> <div> Normalizes this vector and multiplies it by *l*. </div> <h3>[method:Vector3 cross]( [page:Vector3 v] ) [page:Vector3 this]</h3> <div> Sets this vector to cross product of itself and *v*. </div> <h3>[method:Vector3 crossVectors]( [page:Vector3 a], [page:Vector3 b] ) [page:Vector3 this]</h3> <div> Sets this vector to cross product of *a* and *b*. </div> <h3>[method:Vector3 setFromMatrixPosition]( [page:Matrix4 m] ) [page:Vector3 this]</h3> <div> Sets this vector extracting position from matrix transform. </div> <h3>[method:Vector3 setFromMatrixScale]( [page:Matrix4 m] ) [page:Vector3 this]</h3> <div> Sets this vector extracting scale from matrix transform. </div> <h3>[method:Boolean equals]( [page:Vector3 v] )</h3> <div> Checks for strict equality of this vector and *v*. </div> <h3>[method:Vector3 clone]()</h3> <div> Clones this vector. </div> <h3>[method:Vector3 clamp]([page:Vector3 min], [page:Vector3 max]) [page:Vector3 this]</h3> <div> min -- [page:Vector3] <br /> max -- [page:Vector3] </div> <div> If this vector's x, y or z value is greater than the max vector's x, y or z value, it is replaced by the corresponding value. <br /><br /> If this vector's x, y or z value is less than the min vector's x, y or z value, it is replace by the corresponding value. </div> <h3>[method:Vector3 clampScalar]([page:Float min], [page:Float max]) [page:Vector3 this]</h3> <div> min -- [page:Float] the minimum value the components will be clamped to <br /> max -- [page:Float] the maximum value the components will be clamped to </div> <div> If this vector's x, y or z values are greater than the max value, they are replaced by the max value. <br /> If this vector's x, y or z values are less than the min value, they are replace by the min value. </div> <h3>[method:Vector3 floor]()</h3> <div> The components of the vector are rounded downwards (towards negative infinity) to an integer value. </div> <h3>[method:Vector3 ceil]()</h3> <div> The components of the vector are rounded upwards (towards positive infinity) to an integer value. </div> <h3>[method:Vector3 round]()</h3> <div> The components of the vector are rounded towards the nearest integer value. </div> <h3>[method:Vector3 roundToZero]()</h3> <div> The components of the vector are rounded towards zero (up if negative, down if positive) to an integer value. </div> <h3>[method:Vector3 applyMatrix3]([page:Matrix3 m]) [page:Vector3 this]</h3> <div> m -- [page:Matrix3] </div> <div> Multiplies this vector times a 3 x 3 matrix. </div> <h3>[method:Vector3 applyMatrix4]([page:Matrix3 m]) [page:Vector3 this]</h3> <div> m -- [page:Matrix4] </div> <div> Multiplies this vector by 4 x 3 subset of a Matrix4. </div> <h3>[method:Vector3 projectOnPlane]([page:Vector3 planeNormal]) [page:Vector3 this]</h3> <div> planeNormal -- [page:Vector3 planeNormal] A vector representing a plane normal. </div> <div> Projects this vector onto a plane by subtracting this vector projected onto the plane's normal from this vector. </div> <h3>[method:Vector3 projectOnVector]([page:Vector3]) [page:Vector3 this]</h3> <div> vector -- [page:Vector3] </div> <div> Projects this vector onto another vector. </div> <h3>[method:Vector3 addScalar]([page:Float]) [page:Vector3 this]</h3> <div> s -- [page:Float] </div> <div> Adds a s to this vector. </div> <h3>[method:Vector3 divide]([page:Vector3 v]) [page:Vector3 this]</h3> <div> v -- [page:Vector3] </div> <div> Divides this vector by vector v. </div> <h3>[method:Vector3 min]([page:Vector3 v]) [page:Vector3 this]</h3> <div> v -- [page:Vector3] </div> <div> If this vector's x, y, or z value is less than vector v's x, y, or z value, that value is replaced by the corresponding vector v value. </div> <h3>[method:Vector3 max]([page:Vector3 v]) [page:Vector3 this]</h3> <div> v -- [page:Vector3] </div> <div> If this vector's x, y, or z value is greater than vector v's x, y, or z value, that value is replaced by the corresponding vector v value. </div> <h3>[method:Vector3 setComponent]([page:Integer index], [page:Float value]) [page:Vector3 this]</h3> <div> index -- 0, 1, or 2 <br /> value -- [page:Float] </div> <div> If index equals 0 the method sets this vector's x value to value <br /> If index equals 1 the method sets this vector's y value to value <br /> If index equals 2 the method sets this vector's z value to value </div> <h3>[method:Vector3 transformDirection]([page:Matrix4 m]) [page:Vector3 this]</h3> <div> m -- [page:Matrix4] </div> <div> Transforms the direction of this vector by a matrix (a 3 x 3 subset of a Matrix4) and then normalizes the result. </div> <h3>[method:Vector3 multiplyVectors]([page:Vector3 a], [page:Vector3 b]) [page:Vector3 this]</h3> <div> a -- [page:Vector3] <br /> b -- [page:Vector3] </div> <div> Sets this vector equal to the result of multiplying vector a by vector b. </div> <h3>[method:Float getComponent]([page:Integer index])</h3> <div> index -- [page:Integer] 0, 1, or 2 </div> <div> Returns the value of the vector component x, y, or z by an index. <br /><br /> Index 0: x <br /> Index 1: y <br /> Index 2: z <br /> </div> <h3>[method:Vector3 applyAxisAngle]([page:Vector3 axis], [page:Float angle]) [page:Vector3 this]</h3> <div> axis -- A normalized [page:Vector3] <br /> angle -- An angle in radians </div> <div> Applies a rotation specified by an axis and an angle to this vector. </div> <h3>[method:Vector3 lerp]([page:Vector3 v], [page:Float alpha]) [page:Vector3 this]</h3> <div> v -- [page:Vector3] <br /> alpha -- [page:Float] between 0 and 1. </div> <div> Linear Interpolation between this vector and vector v, where alpha is the percent along the line. </div> <h3>[method:Vector3 lerpVectors]([page:Vector3 v1], [page:Vector3 v2], [page:Float alpha]) [page:Vector3 this]</h3> <div> v1 -- [page:Vector3] <br /> v2 -- [page:Vector3] <br /> alpha -- [page:Float] between 0 and 1. </div> <div> Sets this vector to be the vector linearly interpolated between *v1* and *v2* with *alpha* factor. </div> <h3>[method:Float angleTo]([page:Vector3 v])</h3> <div> v -- [page:Vector3] </div> <div> Returns the angle between this vector and vector v in radians. </div> <h3>[method:Vector3 setFromMatrixColumn]([page:Integer index], [page:Matrix4 matrix]) [page:Vector3 this]</h3> <div> index -- 0, 1, 2, or 3 <br /> matrix -- [page:Matrix4] </div> <div> Sets this vector's x, y, and z equal to the column of the matrix specified by the index. </div> <h3>[method:Vector3 reflect]([page:Vector3 normal]) [page:Vector3 this]</h3> <div> normal -- [page:Vector3] the normal to the reflecting plane </div> <div> Reflect incident vector off of plane orthogonal to normal. normal is assumed to have unit length. </div> <h3>[method:Vector3 fromArray]([page:Array array]) [page:Vector3 this]</h3> <div> array -- [page:Array] [x, y, z] </div> <div> Sets the vector's components based on an array formatted like [x, y, z] </div> <h3>[method:Vector3 multiply]([page:Vector3 v]) [page:Vector3 this]</h3> <div> v -- [page:Vector3] <br /> </div> <div> Multipies this vector by vector v. </div> <h3>[method:Vector3 applyProjection]([page:Matrix4 m]) [page:Vector3 this]</h3> <div> m -- [page:Matrix4] projection matrix. </div> <div> Multiplies this vector and m, and divides by perspective. </div> <h3>[method:Array toArray]( [page:Array array] )</h3> <div> array -- Optional array to store the vector. </div> <div> Assigns this vector's x value to array[0]. <br /> Assigns this vector's y value to array[1]. <br /> Assigns this vector's z value to array[2]. <br /> Returns the created array. </div> <h3>[method:Vector3 applyEuler]([page:Euler euler]) [page:Vector3 this]</h3> <div> euler -- [page:Euler] </div> <div> Applies euler transform to this vector by converting the [page:Euler] obect to a [page:Quaternion] and applying. </div> <h3>[method:Vector3 applyQuaternion]([page:Quaternion quaternion]) [page:Vector3 this]</h3> <div> quaternion -- [page:Quaternion] </div> <div> Applies a [page:Quaternion] transform to this vector. </div> <h3>[method:Vector3 project]( [page:Camera camera] )</h3> <div> [page:Camera camera] — camera to use in the projection.<br /> </div> <div> Projects the vector with the camera. </div> <h3>[method:Vector3 unproject]( [page:Camera camera] )</h3> <div> [page:Camera camera] — camera to use in the projection.<br /> </div> <div> Unprojects the vector with the camera. </div> <h2>Source</h2> [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js] </body> </html>