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Vector3

Class representing a 3D vector. A 3D vector is an ordered triplet of numbers (labeled x, y, and z), which can be used to represent a number of things, such as:

  • A point in 3D space.
  • A direction and length in 3D space. In three.js the length will always be the Euclidean distance (straight-line distance) from (0, 0, 0) to (x, y, z) and the direction is also measured from (0, 0, 0) towards (x, y, z).
  • Any arbitrary ordered triplet of numbers.

There are other things a 3D vector can be used to represent, such as momentum vectors and so on, however these are the most common uses in three.js.

Iterating through a Vector3 instance will yield its components (x, y, z) in the corresponding order.

Code Example

const a = new THREE.Vector3( 0, 1, 0 ); //no arguments; will be initialised to
(0, 0, 0) const b = new THREE.Vector3( ); const d = a.distanceTo( b );

Constructor

Vector3

function Vector3( x: Float, y: Float, z: Float ): void;  

x - the x value of this vector. Default is 0.
y - the y value of this vector. Default is 0.
z - the z value of this vector. Default is 0.

Creates a new Vector3.

Properties

isVector3

isVector3: Boolean;  

Read-only flag to check if a given object is of type Vector3.

x

x: Float;  

y

y: Float;  

z

z: Float;  

Methods

add

function add( v: Vector3 ): this;  

Adds v to this vector.

addScalar

function addScalar( s: Float ): this;  

Adds the scalar value s to this vector's .x, .y and .z values.

addScaledVector

function addScaledVector( v: Vector3, s: Float ): this;  

Adds the multiple of v and s to this vector.

addVectors

function addVectors( a: Vector3, b: Vector3 ): this;  

Sets this vector to a + b.

applyAxisAngle

function applyAxisAngle( axis: Vector3, angle: Float ): this;  

axis - A normalized Vector3.
angle - An angle in radians.

Applies a rotation specified by an axis and an angle to this vector.

applyEuler

function applyEuler( euler: Euler ): this;  

Applies euler transform to this vector by converting the Euler object to a Quaternion and applying.

applyMatrix3

function applyMatrix3( m: Matrix3 ): this;  

Multiplies this vector by m

applyMatrix4

function applyMatrix4( m: Matrix4 ): this;  

Multiplies this vector (with an implicit 1 in the 4th dimension) by m, and divides by perspective.

applyNormalMatrix

function applyNormalMatrix( m: Matrix3 ): this;  

Multiplies this vector by normal matrix m and normalizes the result.

applyQuaternion

function applyQuaternion( quaternion: Quaternion ): this;  

Applies a Quaternion transform to this vector.

angleTo

function angleTo( v: Vector3 ): Float;  

Returns the angle between this vector and vector v in radians.

ceil

function ceil( ): this;  

The .x, .y and .z components of this vector are rounded up to the nearest integer value.

clamp

function clamp( min: Vector3, max: Vector3 ): this;  

.ector3 - the minimum .x, .y and .z values.
.ector3 - the maximum .x, .y and .z values in the desired range

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.

If this vector's x, y or z value is less than the min vector's x, y or z value, it is replaced by the corresponding value.

clampLength

function clampLength( min: Float, max: Float ): this;  

min - the minimum value the length will be clamped to
max - the maximum value the length will be clamped to

If this vector's length is greater than the max value, the vector will be scaled down so its length is the max value.

If this vector's length is less than the min value, the vector will be scaled up so its length is the min value.

clampScalar

function clampScalar( min: Float, max: Float ): this;  

min - the minimum value the components will be clamped to
max - the maximum value the components will be clamped to

If this vector's x, y or z values are greater than the max value, they are replaced by the max value.

If this vector's x, y or z values are less than the min value, they are replaced by the min value.

clone

function clone( ): Vector3;  

Returns a new vector3 with the same .x, .y and .z values as this one.

copy

function copy( v: Vector3 ): this;  

Copies the values of the passed vector3's .x, .y and .z properties to this vector3.

cross

function cross( v: Vector3 ): this;  

Sets this vector to cross product of itself and v.

crossVectors

function crossVectors( a: Vector3, b: Vector3 ): this;  

Sets this vector to cross product of a and b.

distanceTo

function distanceTo( v: Vector3 ): Float;  

Computes the distance from this vector to v.

manhattanDistanceTo

function manhattanDistanceTo( v: Vector3 ): Float;  

Computes the Manhattan distance from this vector to v.

distanceToSquared

function distanceToSquared( v: Vector3 ): Float;  

Computes the squared distance from this vector to v. If you are just comparing the distance with another distance, you should compare the distance squared instead as it is slightly more efficient to calculate.

divide

function divide( v: Vector3 ): this;  

Divides this vector by v.

divideScalar

function divideScalar( s: Float ): this;  

Divides this vector by scalar s.

dot

function dot( v: Vector3 ): Float;  

Calculate the dot product of this vector and v.

equals

function equals( v: Vector3 ): Boolean;  

Returns true if the components of this vector and v are strictly equal; false otherwise.

floor

function floor( ): this;  

The components of this vector are rounded down to the nearest integer value.

fromArray

function fromArray( array: Array, offset: Integer ): this;  

array - the source array.
offset - ( optional) offset into the array. Default is 0.

Sets this vector's .x value to be array[ offset + 0 ], .y value to be array[ offset + 1 ] and .z value to be array[ offset + 2 ].

fromBufferAttribute

function fromBufferAttribute( attribute: BufferAttribute, index: Integer ):
this;

attribute - the source attribute.
index - index in the attribute.

Sets this vector's .x, .y and .z values from the .ufferAttribute.

getComponent

function getComponent( index: Integer ): Float;  

index - 0, 1 or 2.

If index equals 0 returns the .x value.
If index equals 1 returns the .y value.
If index equals 2 returns the .z value.

length

function length( ): Float;  

Computes the Euclidean length (straight-line length) from (0, 0, 0) to (x, y, z).

manhattanLength

function manhattanLength( ): Float;  

Computes the Manhattan length of this vector.

lengthSq

function lengthSq( ): Float;  

Computes the square of the Euclidean length (straight-line length) from (0, 0, 0) to (x, y, z). If you are comparing the lengths of vectors, you should compare the length squared instead as it is slightly more efficient to calculate.

lerp

function lerp( v: Vector3, alpha: Float ): this;  

v - Vector3 to interpolate towards.
alpha - interpolation factor, typically in the closed interval [0, 1].

Linearly interpolate between this vector and v, where alpha is the percent distance along the line - alpha = 0 will be this vector, and alpha = 1 will be v.

lerpVectors

function lerpVectors( v1: Vector3, v2: Vector3, alpha: Float ): this;  

v1 - the starting Vector3.
v2 - Vector3 to interpolate towards.
alpha - interpolation factor, typically in the closed interval [0, 1].

Sets this vector to be the vector linearly interpolated between v1 and v2 where alpha is the percent distance along the line connecting the two vectors - alpha = 0 will be v1, and alpha = 1 will be v2.

max

function max( v: Vector3 ): this;  

If this vector's x, y or z value is less than v's x, y or z value, replace that value with the corresponding max value.

min

function min( v: Vector3 ): this;  

If this vector's x, y or z value is greater than v's x, y or z value, replace that value with the corresponding min value.

multiply

function multiply( v: Vector3 ): this;  

Multiplies this vector by v.

multiplyScalar

function multiplyScalar( s: Float ): this;  

Multiplies this vector by scalar s.

multiplyVectors

function multiplyVectors( a: Vector3, b: Vector3 ): this;  

Sets this vector equal to a * b, component-wise.

negate

function negate( ): this;  

Inverts this vector - i.e. sets x = -x, y = -y and z = -z.

normalize

function normalize( ): this;  

Convert this vector to a unit vector - that is, sets it equal to a vector with the same direction as this one, but .length 1.

project

function project( camera: Camera ): this;  

camera — camera to use in the projection.

Projects this vector from world space into the camera's normalized device coordinate (NDC) space.

projectOnPlane

function projectOnPlane( planeNormal: Vector3 ): this;  

planeNormal - A vector representing a plane normal.

Projects this vector onto a plane by subtracting this vector projected onto the plane's normal from this vector.

projectOnVector

function projectOnVector( v: Vector3 ): this;  

Projects this vector onto v.

reflect

function reflect( normal: Vector3 ): this;  

normal - the normal to the reflecting plane

Reflect this vector off of plane orthogonal to normal. Normal is assumed to have unit length.

round

function round( ): this;  

The components of this vector are rounded to the nearest integer value.

roundToZero

function roundToZero( ): this;  

The components of this vector are rounded towards zero (up if negative, down if positive) to an integer value.

set

function set( x: Float, y: Float, z: Float ): this;  

Sets the .x, .y and .z components of this vector.

setComponent

function setComponent( index: Integer, value: Float ): this;  

index - 0, 1 or 2.
value - Float

If index equals 0 set .x to .loat.
If index equals 1 set .y to .loat.
If index equals 2 set .z to .loat

setFromColor

function setFromColor( color: Color ): this;  

Sets this vector's .x, .y and .z components from the r, g, and b components of the specified .olor.

setFromCylindrical

function setFromCylindrical( c: Cylindrical ): this;  

Sets this vector from the cylindrical coordinates c.

setFromCylindricalCoords

function setFromCylindricalCoords( radius: Float, theta: Float, y: Float ):
this;

Sets this vector from the cylindrical coordinates radius, theta and y.

setFromEuler

function setFromEuler( euler: Euler ): this;  

Sets this vector's .x, .y and .z components from the x, y, and z components of the specified .uler.

setFromMatrixColumn

function setFromMatrixColumn( matrix: Matrix4, index: Integer ): this;  

Sets this vector's .x, .y and .z components from .nteger column of .atrix4.

setFromMatrix3Column

function setFromMatrix3Column( matrix: Matrix3, index: Integer ): this;  

Sets this vector's .x, .y and .z components from .nteger column of .atrix3.

setFromMatrixPosition

function setFromMatrixPosition( m: Matrix4 ): this;  

Sets this vector to the position elements of the transformation matrix m.

setFromMatrixScale

function setFromMatrixScale( m: Matrix4 ): this;  

Sets this vector to the scale elements of the transformation matrix m.

setFromSpherical

function setFromSpherical( s: Spherical ): this;  

Sets this vector from the spherical coordinates s.

setFromSphericalCoords

function setFromSphericalCoords( radius: Float, phi: Float, theta: Float ):
this;

Sets this vector from the spherical coordinates radius, phi and theta.

setLength

function setLength( l: Float ): this;  

Set this vector to a vector with the same direction as this one, but .length .loat.

setScalar

function setScalar( scalar: Float ): this;  

Set the .x, .y and .z values of this vector both equal to .loat.

setX

function setX( x: Float ): this;  

Replace this vector's .x value with .loat.

setY

function setY( y: Float ): this;  

Replace this vector's .y value with .loat.

setZ

function setZ( z: Float ): this;  

Replace this vector's .z value with .loat.

sub

function sub( v: Vector3 ): this;  

Subtracts v from this vector.

subScalar

function subScalar( s: Float ): this;  

Subtracts .loat from this vector's .x, .y and .z components.

subVectors

function subVectors( a: Vector3, b: Vector3 ): this;  

Sets this vector to a - b.

toArray

function toArray( array: Array, offset: Integer ): Array;  

array - (optional) array to store this vector to. If this is not provided a new array will be created.
offset - (optional) optional offset into the array.

Returns an array [x, y, z], or copies x, y and z into the provided array.

transformDirection

function transformDirection( m: Matrix4 ): this;  

Transforms the direction of this vector by a matrix (the upper left 3 x 3 subset of a .atrix4) and then .normalize the result.

unproject

function unproject( camera: Camera ): this;  

camera — camera to use in the projection.

Projects this vector from the camera's normalized device coordinate (NDC) space into world space.

random

function random( ): this;  

Sets each component of this vector to a pseudo-random value between 0 and 1, excluding 1.

randomDirection

function randomDirection( ): this;  

Sets this vector to a uniformly random point on a unit sphere.

Source

src/math/Vector3.js