[name]

Class representing a 3D [link:https://en.wikipedia.org/wiki/Vector_space 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:

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 [name] 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

[name]( [param:Float x], [param:Float y], [param:Float z] )

[page:Float x] - the x value of this vector. Default is `0`.
[page:Float y] - the y value of this vector. Default is `0`.
[page:Float z] - the z value of this vector. Default is `0`.

Creates a new [name].

Properties

.isVector3 : Boolean

Read-only flag to check if a given object is of type [name].

.x : Float

.y : Float

.z : Float

Methods

.add ( [param:Vector3 v] ) : this

Adds [page:Vector3 v] to this vector.

.addScalar ( [param:Float s] ) : this

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

.addScaledVector ( [param:Vector3 v], [param:Float s] ) : this

Adds the multiple of [page:Vector3 v] and [page:Float s] to this vector.

.addVectors ( [param:Vector3 a], [param:Vector3 b] ) : this

Sets this vector to [page:Vector3 a] + [page:Vector3 b].

.applyAxisAngle ( [param:Vector3 axis], [param:Float angle] ) : this

[page:Vector3 axis] - A normalized [page:Vector3].
[page:Float angle] - An angle in radians.

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

.applyEuler ( [param:Euler euler] ) : this

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

.applyMatrix3 ( [param:Matrix3 m] ) : this

Multiplies this vector by [page:Matrix3 m]

.applyMatrix4 ( [param:Matrix4 m] ) : this

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

.applyNormalMatrix ( [param:Matrix3 m] ) : this

Multiplies this vector by normal matrix [page:Matrix3 m] and normalizes the result.

.applyQuaternion ( [param:Quaternion quaternion] ) : this

Applies a [page:Quaternion] transform to this vector.

.angleTo ( [param:Vector3 v] ) : Float

Returns the angle between this vector and vector [page:Vector3 v] in radians.

.ceil () : this

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

.clamp ( [param:Vector3 min], [param:Vector3 max] ) : this

[page:Vector3 min] - the minimum [page:.x x], [page:.y y] and [page:.z z] values.
[page:Vector3 max] - the maximum [page:.x x], [page:.y y] and [page:.z 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 ( [param:Float min], [param:Float max] ) : this

[page:Float min] - the minimum value the length will be clamped to
[page:Float 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 ( [param:Float min], [param:Float max] ) : this

[page:Float min] - the minimum value the components will be clamped to
[page:Float 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 () : Vector3

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

.copy ( [param:Vector3 v] ) : this

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

.cross ( [param:Vector3 v] ) : this

Sets this vector to [link:https://en.wikipedia.org/wiki/Cross_product cross product] of itself and [page:Vector3 v].

.crossVectors ( [param:Vector3 a], [param:Vector3 b] ) : this

Sets this vector to [link:https://en.wikipedia.org/wiki/Cross_product cross product] of [page:Vector3 a] and [page:Vector3 b].

.distanceTo ( [param:Vector3 v] ) : Float

Computes the distance from this vector to [page:Vector3 v].

.manhattanDistanceTo ( [param:Vector3 v] ) : Float

Computes the [link:https://en.wikipedia.org/wiki/Taxicab_geometry Manhattan distance] from this vector to [page:Vector3 v].

.distanceToSquared ( [param:Vector3 v] ) : Float

Computes the squared distance from this vector to [page:Vector3 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 ( [param:Vector3 v] ) : this

Divides this vector by [page:Vector3 v].

.divideScalar ( [param:Float s] ) : this

Divides this vector by scalar [page:Float s].

.dot ( [param:Vector3 v] ) : Float

Calculate the [link:https://en.wikipedia.org/wiki/Dot_product dot product] of this vector and [page:Vector3 v].

.equals ( [param:Vector3 v] ) : Boolean

Returns `true` if the components of this vector and [page:Vector3 v] are strictly equal; `false` otherwise.

.floor () : this

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

.fromArray ( [param:Array array], [param:Integer offset] ) : this

[page:Array array] - the source array.
[page:Integer offset] - ( optional) offset into the array. Default is 0.

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

.fromBufferAttribute ( [param:BufferAttribute attribute], [param:Integer index] ) : this

[page:BufferAttribute attribute] - the source attribute.
[page:Integer index] - index in the attribute.

Sets this vector's [page:.x x], [page:.y y] and [page:.z z] values from the [page:BufferAttribute attribute].

.getComponent ( [param:Integer index] ) : Float

[page:Integer index] - 0, 1 or 2.

If index equals 0 returns the [page:.x x] value.
If index equals 1 returns the [page:.y y] value.
If index equals 2 returns the [page:.z z] value.

.length () : Float

Computes the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length] (straight-line length) from (0, 0, 0) to (x, y, z).

.manhattanLength () : Float

Computes the [link:http://en.wikipedia.org/wiki/Taxicab_geometry Manhattan length] of this vector.

.lengthSq () : Float

Computes the square of the [link:https://en.wikipedia.org/wiki/Euclidean_distance 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 ( [param:Vector3 v], [param:Float alpha] ) : this

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

Linearly interpolate between this vector and [page:Vector3 v], where alpha is the percent distance along the line - alpha = 0 will be this vector, and alpha = 1 will be [page:Vector3 v].

.lerpVectors ( [param:Vector3 v1], [param:Vector3 v2], [param:Float alpha] ) : this

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

Sets this vector to be the vector linearly interpolated between [page:Vector3 v1] and [page:Vector3 v2] where alpha is the percent distance along the line connecting the two vectors - alpha = 0 will be [page:Vector3 v1], and alpha = 1 will be [page:Vector3 v2].

.max ( [param:Vector3 v] ) : this

If this vector's x, y or z value is less than [page:Vector3 v]'s x, y or z value, replace that value with the corresponding max value.

.min ( [param:Vector3 v] ) : this

If this vector's x, y or z value is greater than [page:Vector3 v]'s x, y or z value, replace that value with the corresponding min value.

.multiply ( [param:Vector3 v] ) : this

Multiplies this vector by [page:Vector3 v].

.multiplyScalar ( [param:Float s] ) : this

Multiplies this vector by scalar [page:Float s].

.multiplyVectors ( [param:Vector3 a], [param:Vector3 b] ) : this

Sets this vector equal to [page:Vector3 a] * [page:Vector3 b], component-wise.

.negate () : this

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

.normalize () : this

Convert this vector to a [link:https://en.wikipedia.org/wiki/Unit_vector unit vector] - that is, sets it equal to a vector with the same direction as this one, but [page:.length length] 1.

.project ( [param:Camera camera] ) : this

[page:Camera camera] — camera to use in the projection.

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

.projectOnPlane ( [param:Vector3 planeNormal] ) : this

[page:Vector3 planeNormal] - A vector representing a plane normal.

[link:https://en.wikipedia.org/wiki/Vector_projection Projects] this vector onto a plane by subtracting this vector projected onto the plane's normal from this vector.

.projectOnVector ( [param:Vector3 v] ) : this

[link:https://en.wikipedia.org/wiki/Vector_projection Projects] this vector onto [page:Vector3 v].

.reflect ( [param:Vector3 normal] ) : this

[page:Vector3 normal] - the normal to the reflecting plane

Reflect this vector off of plane orthogonal to [page:Vector3 normal]. Normal is assumed to have unit length.

.round () : this

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

.roundToZero () : this

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

.set ( [param:Float x], [param:Float y], [param:Float z] ) : this

Sets the [page:.x x], [page:.y y] and [page:.z z] components of this vector.

.setComponent ( [param:Integer index], [param:Float value] ) : this

[page:Integer index] - 0, 1 or 2.
[page:Float value] - [page:Float]

If index equals 0 set [page:.x x] to [page:Float value].
If index equals 1 set [page:.y y] to [page:Float value].
If index equals 2 set [page:.z z] to [page:Float value]

.setFromCylindrical ( [param:Cylindrical c] ) : this

Sets this vector from the cylindrical coordinates [page:Cylindrical c].

.setFromCylindricalCoords ( [param:Float radius], [param:Float theta], [param:Float y] ) : this

Sets this vector from the cylindrical coordinates [page:Cylindrical radius], [page:Cylindrical theta] and [page:Cylindrical y].

.setFromEuler ( [param:Euler euler] ) : this

Sets this vector's [page:.x x], [page:.y y] and [page:.z z] components from the x, y, and z components of the specified [page:Euler Euler Angle].

.setFromMatrixColumn ( [param:Matrix4 matrix], [param:Integer index] ) : this

Sets this vector's [page:.x x], [page:.y y] and [page:.z z] components from [page:Integer index] column of [page:Matrix4 matrix].

.setFromMatrix3Column ( [param:Matrix3 matrix], [param:Integer index] ) : this

Sets this vector's [page:.x x], [page:.y y] and [page:.z z] components from [page:Integer index] column of [page:Matrix3 matrix].

.setFromMatrixPosition ( [param:Matrix4 m] ) : this

Sets this vector to the position elements of the [link:https://en.wikipedia.org/wiki/Transformation_matrix transformation matrix] [page:Matrix4 m].

.setFromMatrixScale ( [param:Matrix4 m] ) : this

Sets this vector to the scale elements of the [link:https://en.wikipedia.org/wiki/Transformation_matrix transformation matrix] [page:Matrix4 m].

.setFromSpherical ( [param:Spherical s] ) : this

Sets this vector from the spherical coordinates [page:Spherical s].

.setFromSphericalCoords ( [param:Float radius], [param:Float phi], [param:Float theta] ) : this

Sets this vector from the spherical coordinates [page:Spherical radius], [page:Spherical phi] and [page:Spherical theta].

.setLength ( [param:Float l] ) : this

Set this vector to a vector with the same direction as this one, but [page:.length length] [page:Float l].

.setScalar ( [param:Float scalar] ) : this

Set the [page:.x x], [page:.y y] and [page:.z z] values of this vector both equal to [page:Float scalar].

.setX ( [param:Float x] ) : this

Replace this vector's [page:.x x] value with [page:Float x].

.setY ( [param:Float y] ) : this

Replace this vector's [page:.y y] value with [page:Float y].

.setZ ( [param:Float z] ) : this

Replace this vector's [page:.z z] value with [page:Float z].

.sub ( [param:Vector3 v] ) : this

Subtracts [page:Vector3 v] from this vector.

.subScalar ( [param:Float s] ) : this

Subtracts [page:Float s] from this vector's [page:.x x], [page:.y y] and [page:.z z] components.

.subVectors ( [param:Vector3 a], [param:Vector3 b] ) : this

Sets this vector to [page:Vector3 a] - [page:Vector3 b].

.toArray ( [param:Array array], [param:Integer offset] ) : Array

[page:Array array] - (optional) array to store this vector to. If this is not provided a new array will be created.
[page:Integer offset] - (optional) optional offset into the array.

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

.transformDirection ( [param:Matrix4 m] ) : this

Transforms the direction of this vector by a matrix (the upper left 3 x 3 subset of a [page:Matrix4 m]) and then [page:.normalize normalizes] the result.

.unproject ( [param:Camera camera] ) : this

[page:Camera camera] — camera to use in the projection.

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

.random () : this

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

.randomDirection () : this

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

Source

[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

Vector3 Vector3 Vector3 Vector3

Vector3 Vector3 Vector3 Vector3