Constructors
constructor
- new Vec3(x?: number, y?: number, z?: number): Vec3
Parameters
- x: number = 0
- y: number = x
- z: number = x
Properties
Accessors
x
- get x(): number
Returns number
- set x(value: number): void
Returns void
y
- get y(): number
Returns number
- set y(value: number): void
Returns void
z
- get z(): number
Returns number
- set z(value: number): void
Returns void
Methods
Optional
_onChangeCallback
- _onChangeCallback(): void
Returns void
onChange
- onChange(callback: () => void): Vec3
-
set
- set(x?: number, y?: number, z?: number): Vec3
Parameters
- x: number = 0
- y: number = x
- z: number = x
- this Vec3 after being set
addScalar
- addScalar(value?: number): Vec3
-
subScalar
- subScalar(value?: number): Vec3
- this Vec3 after subtraction
multiply
- multiply(vector?: Vec3): Vec3
- this Vec3 after multiplication
multiplyScalar
- multiplyScalar(value?: number): Vec3
- this Vec3 after multiplication
divideScalar
- divideScalar(value?: number): Vec3
-
equals
- equals(vector?: Vec3): boolean
Returns boolean
- whether the Vec3 are equals or not
lengthSq
- lengthSq(): number
Returns number
- square length of this Vec3
length
- length(): number
Returns number
distance
- distance(vector?: Vec3): number
Returns number
dot
- dot(vector?: Vec3): number
Returns number
- dot product of the 2 Vec3
lerp
- lerp(vector?: Vec3, alpha?: number): Vec3
Parameters
- vector: Vec3 = ...
- alpha: number = 1
- this Vec3 after linear interpolation
setFromMatrixPosition
- setFromMatrixPosition(matrix: Mat4): Vec3
-
applyQuat
- applyQuat(quaternion?: Quat): Vec3
- this Vec3 with the transformation applied
applyAxisAngle
- applyAxisAngle(axis?: Vec3, angle?: number, quaternion?: Quat): Vec3
Parameters
- axis: Vec3 = ...
- angle: number = 0
- quaternion: Quat = ...
- this Vec3 with the rotation applied
transformDirection
- transformDirection(matrix: Mat4): Vec3
- this Vec3 with the transformation applied.
Really basic 3D vector class used for vector calculations
See