Vector3 Class

3-element structure that can be used to represent positions in 3D space or any other pair of numeric values.

Constructors

Vector3.__new(number,number,number)

Constructs a new with the given components.

Vector3.__new(x: number,y: number,z: number)
Type Name Description
number x The vector's X component.
number y The vector's Y component.
number z The vector's Z component.

Fields

Type Name Static Default Description
number X The vector's X component. Also accessible by using the index position [0].
number Y The vector's Y component. Also accessible by using the index position [1].
number Z The vector's Z component. Also accessible by using the index position [2].

ReadOnly

Type Name Static Default Description
Vector3 Back (0, 0, 1) Back unit vector. Represents the local direction of back, and the global direction of south.
Vector3 Down (0, -1, 0) Down unit vector.
Vector3 Forward (0, 0, -1) Forward unit vector. Represents the local direction of forward, and the global direction of north.
Vector3 Inf (Infinity, Infinity, Infinity) Infinity vector, a vector with all components set to .
Vector3 Left (-1, 0, 0) Left unit vector. Represents the local direction of left, and the global direction of west.
Vector3 ModelBottom (0, -1, 0) Unit vector pointing towards the bottom side (down) of imported 3D assets.
Vector3 ModelFront (0, 0, 1) Unit vector pointing towards the front side (facing forward) of imported 3D assets.
Vector3 ModelLeft (1, 0, 0) Unit vector pointing towards the left side of imported 3D assets.
Vector3 ModelRear (0, 0, -1) Unit vector pointing towards the rear side (back) of imported 3D assets.
Vector3 ModelRight (-1, 0, 0) Unit vector pointing towards the right side of imported 3D assets.
Vector3 ModelTop (0, 1, 0) Unit vector pointing towards the top side (up) of imported 3D assets.
Vector3 One (1, 1, 1) One vector, a vector with all components set to 1.
Vector3 Right (1, 0, 0) Right unit vector. Represents the local direction of right, and the global direction of east.
Vector3 Up (0, 1, 0) Up unit vector.
Vector3 Zero (0, 0, 0) Zero vector, a vector with all components set to 0.

Properties

Type Getter Setter Static Default Description
number get_Item() set_Item(val)

Functions

Requires an instance!

Deconstruct(Single&,Single&,Single&)

Deconstruct(x: Single&,y: Single&,z: Single&) -> nil
Type Name Description
Single& x
Single& y
Single& z

Abs

Returns a new vector with all components in absolute values (i.e. positive).

Abs() -> Vector3

AngleTo(Vector3)

Returns the unsigned minimum angle to the given vector, in radians.

AngleTo(to: Vector3) -> number
Type Name Description
Vector3 to The other vector to compare this vector to.

Bounce(Vector3)

Returns this vector “bounced off” from a plane defined by the given normal.

Bounce(normal: Vector3) -> Vector3
Type Name Description
Vector3 normal The normal vector defining the plane to bounce off. Must be normalized.

Ceil

Returns a new vector with all components rounded up (towards positive infinity).

Ceil() -> Vector3

Clamp(Vector3,Vector3)

Returns a new vector with all components clamped between the components of and using .

Clamp(min: Vector3,max: Vector3) -> Vector3
Type Name Description
Vector3 min The vector with minimum allowed values.
Vector3 max The vector with maximum allowed values.

Clamp(number,number)

Returns a new vector with all components clamped between the and using .

Clamp(min: number,max: number) -> Vector3
Type Name Description
number min The minimum allowed value.
number max The maximum allowed value.

Cross(Vector3)

Returns the cross product of this vector and .

Cross(with: Vector3) -> Vector3
Type Name Description
Vector3 with The other vector.

CubicInterpolate(Vector3,Vector3,Vector3,number)

Performs a cubic interpolation between vectors , this vector, , and , by the given amount .

CubicInterpolate(b: Vector3,preA: Vector3,postB: Vector3,weight: number) -> Vector3
Type Name Description
Vector3 b The destination vector.
Vector3 preA A vector before this vector.
Vector3 postB A vector after .
number weight A value on the range of 0.0 to 1.0, representing the amount of interpolation.

CubicInterpolateInTime(Vector3,Vector3,Vector3,number,number,number,number)

Performs a cubic interpolation between vectors , this vector, , and , by the given amount . It can perform smoother interpolation than by the time values.

CubicInterpolateInTime(b: Vector3,preA: Vector3,postB: Vector3,weight: number,t: number,preAT: number,postBT: number) -> Vector3
Type Name Description
Vector3 b The destination vector.
Vector3 preA A vector before this vector.
Vector3 postB A vector after .
number weight A value on the range of 0.0 to 1.0, representing the amount of interpolation.
number t
number preAT
number postBT

BezierInterpolate(Vector3,Vector3,Vector3,number)

Returns the point at the given on a one-dimensional Bezier curve defined by this vector and the given , , and points.

BezierInterpolate(control1: Vector3,control2: Vector3,end: Vector3,t: number) -> Vector3
Type Name Description
Vector3 control1 Control point that defines the bezier curve.
Vector3 control2 Control point that defines the bezier curve.
Vector3 end The destination vector.
number t A value on the range of 0.0 to 1.0, representing the amount of interpolation.

BezierDerivative(Vector3,Vector3,Vector3,number)

Returns the derivative at the given on the Bezier curve defined by this vector and the given , , and points.

BezierDerivative(control1: Vector3,control2: Vector3,end: Vector3,t: number) -> Vector3
Type Name Description
Vector3 control1 Control point that defines the bezier curve.
Vector3 control2 Control point that defines the bezier curve.
Vector3 end The destination value for the interpolation.
number t A value on the range of 0.0 to 1.0, representing the amount of interpolation.

DirectionTo(Vector3)

Returns the normalized vector pointing from this vector to .

DirectionTo(to: Vector3) -> Vector3
Type Name Description
Vector3 to The other vector to point towards.

DistanceSquaredTo(Vector3)

Returns the squared distance between this vector and . This method runs faster than , so prefer it if you need to compare vectors or need the squared distance for some formula.

DistanceSquaredTo(to: Vector3) -> number
Type Name Description
Vector3 to The other vector to use.

DistanceTo(Vector3)

Returns the distance between this vector and .

DistanceTo(to: Vector3) -> number
Type Name Description
Vector3 to The other vector to use.

Dot(Vector3)

Returns the dot product of this vector and .

Dot(with: Vector3) -> number
Type Name Description
Vector3 with The other vector to use.

Floor

Returns a new vector with all components rounded down (towards negative infinity).

Floor() -> Vector3

Inverse

Returns the inverse of this vector. This is the same as new Vector3(1 / v.X, 1 / v.Y, 1 / v.Z).

Inverse() -> Vector3

IsFinite

Returns if this vector is finite, by calling on each component.

IsFinite() -> boolean

IsNormalized

Returns if the vector is normalized, and otherwise.

IsNormalized() -> boolean

Length

Returns the length (magnitude) of this vector.

Length() -> number

LengthSquared

Returns the squared length (squared magnitude) of this vector. This method runs faster than , so prefer it if you need to compare vectors or need the squared length for some formula.

LengthSquared() -> number

Lerp(Vector3,number)

Returns the result of the linear interpolation between this vector and by amount .

Lerp(to: Vector3,weight: number) -> Vector3
Type Name Description
Vector3 to The destination vector for interpolation.
number weight A value on the range of 0.0 to 1.0, representing the amount of interpolation.

LimitLength(number)

Returns the vector with a maximum length by limiting its length to .

LimitLength(length: number = 1) -> Vector3
Type Name Description
number length The length to limit to.

Max(Vector3)

Returns the result of the component-wise maximum between this vector and . Equivalent to new Vector3(Mathf.Max(X, with.X), Mathf.Max(Y, with.Y), Mathf.Max(Z, with.Z)).

Max(with: Vector3) -> Vector3
Type Name Description
Vector3 with The other vector to use.

Max(number)

Returns the result of the component-wise maximum between this vector and . Equivalent to new Vector3(Mathf.Max(X, with), Mathf.Max(Y, with), Mathf.Max(Z, with)).

Max(with: number) -> Vector3
Type Name Description
number with The other value to use.

Min(Vector3)

Returns the result of the component-wise minimum between this vector and . Equivalent to new Vector3(Mathf.Min(X, with.X), Mathf.Min(Y, with.Y), Mathf.Min(Z, with.Z)).

Min(with: Vector3) -> Vector3
Type Name Description
Vector3 with The other vector to use.

MaxAxisIndex

Returns the axis of the vector’s highest value. See . If all components are equal, this method returns .

MaxAxisIndex() -> Axis

MinAxisIndex

Returns the axis of the vector’s lowest value. See . If all components are equal, this method returns .

MinAxisIndex() -> Axis

MoveToward(Vector3,number)

Moves this vector toward by the fixed amount.

MoveToward(to: Vector3,delta: number) -> Vector3
Type Name Description
Vector3 to The vector to move towards.
number delta The amount to move towards by.

Normalized

Returns the vector scaled to unit length. Equivalent to v / v.Length().

Normalized() -> Vector3

Outer(Vector3)

Returns the outer product with .

Outer(with: Vector3) -> Basis
Type Name Description
Vector3 with The other vector.

PosMod(number)

Returns a vector composed of the of this vector’s components and .

PosMod(mod: number) -> Vector3
Type Name Description
number mod A value representing the divisor of the operation.

PosMod(Vector3)

Returns a vector composed of the of this vector’s components and ‘s components.

PosMod(modv: Vector3) -> Vector3
Type Name Description
Vector3 modv A vector representing the divisors of the operation.

Project(Vector3)

Returns a new vector resulting from projecting this vector onto the given vector . The resulting new vector is parallel to . See also . Note: If the vector is a zero vector, the components of the resulting new vector will be .

Project(onNormal: Vector3) -> Vector3
Type Name Description
Vector3 onNormal The vector to project onto.

Reflect(Vector3)

Returns this vector reflected from a plane defined by the given .

Reflect(normal: Vector3) -> Vector3
Type Name Description
Vector3 normal The normal vector defining the plane to reflect from. Must be normalized.

Rotated(Vector3,number)

Rotates this vector around a given vector by (in radians). The vector must be a normalized vector.

Rotated(axis: Vector3,angle: number) -> Vector3
Type Name Description
Vector3 axis The vector to rotate around. Must be normalized.
number angle The angle to rotate by, in radians.

Round

Returns this vector with all components rounded to the nearest integer, with halfway cases rounded towards the nearest multiple of two.

Round() -> Vector3

Sign

Returns a vector with each component set to one or negative one, depending on the signs of this vector’s components, or zero if the component is zero, by calling on each component.

Sign() -> Vector3

SignedAngleTo(Vector3,Vector3)

Returns the signed angle to the given vector, in radians. The sign of the angle is positive in a counter-clockwise direction and negative in a clockwise direction when viewed from the side specified by the .

SignedAngleTo(to: Vector3,axis: Vector3) -> number
Type Name Description
Vector3 to The other vector to compare this vector to.
Vector3 axis The reference axis to use for the angle sign.

Slerp(Vector3,number)

Returns the result of the spherical linear interpolation between this vector and by amount . This method also handles interpolating the lengths if the input vectors have different lengths. For the special case of one or both input vectors having zero length, this method behaves like .

Slerp(to: Vector3,weight: number) -> Vector3
Type Name Description
Vector3 to The destination vector for interpolation.
number weight A value on the range of 0.0 to 1.0, representing the amount of interpolation.

Slide(Vector3)

Returns a new vector resulting from sliding this vector along a plane with normal . The resulting new vector is perpendicular to , and is equivalent to this vector minus its projection on . See also . Note: The vector must be normalized. See also .

Slide(normal: Vector3) -> Vector3
Type Name Description
Vector3 normal The normal vector of the plane to slide on.

Snapped(Vector3)

Returns a new vector with each component snapped to the nearest multiple of the corresponding component in . This can also be used to round to an arbitrary number of decimals.

Snapped(step: Vector3) -> Vector3
Type Name Description
Vector3 step A vector value representing the step size to snap to.

Snapped(number)

Returns a new vector with each component snapped to the nearest multiple of . This can also be used to round to an arbitrary number of decimals.

Snapped(step: number) -> Vector3
Type Name Description
number step The step size to snap to.

Equals(Object)

Returns if the vector is exactly equal to the given object (). Note: Due to floating-point precision errors, consider using instead, which is more reliable.

Equals(obj: Object) -> boolean
Type Name Description
Object obj The object to compare with.

Equals(Vector3)

Returns if the vectors are exactly equal. Note: Due to floating-point precision errors, consider using instead, which is more reliable.

Equals(other: Vector3) -> boolean
Type Name Description
Vector3 other The other vector.

IsEqualApprox(Vector3)

Returns if this vector and are approximately equal, by running on each component.

IsEqualApprox(other: Vector3) -> boolean
Type Name Description
Vector3 other The other vector to compare.

IsZeroApprox

Returns if this vector’s values are approximately zero, by running on each component. This method is faster than using with one value as a zero vector.

IsZeroApprox() -> boolean

GetHashCode

Serves as the hash function for .

GetHashCode() -> number

ToString

Converts this to a string.

ToString() -> string

ToString(string)

Converts this to a string with the given .

ToString(format: string) -> string
Type Name Description
string format

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