class com.babylonhx.math.Vector3

Available on all platforms

... @author Krtolica Vujadin

Class Fields

static function Back():Vector3

static function CatmullRom(value1:Vector3, value2:Vector3, value3:Vector3, value4:Vector3, amount:Float):Vector3

static function Center(value1:Vector3, value2:Vector3):Vector3

static function Clamp(value:Vector3, min:Vector3, max:Vector3):Vector3

static function Cross(left:Vector3, right:Vector3):Vector3

static function CrossToRef(left:Vector3, right:Vector3, result:Vector3):Void

static function Distance(value1:Vector3, value2:Vector3):Float

static function DistanceSquared(value1:Vector3, value2:Vector3):Float

static function Dot(left:Vector3, right:Vector3):Float

static function Down():Vector3

static function Forward():Vector3

static function FromArray(array:Array<Float>, ?offset:Int):Vector3

static function FromArrayToRef(array:Array<Float>, offset:Int, result:Vector3):Void

static function FromFloatArray(array:Float32Array, ?offset:Int):Vector3

static function FromFloatArrayToRef(array:Float32Array, offset:Int, result:Vector3):Void

static function FromFloatsToRef(x:Float, y:Float, z:Float, result:Vector3):Void

static function GetClipFactor(vector0:Vector3, vector1:Vector3, axis:Vector3, size:Float):Float

static function Hermite(value1:Vector3, tangent1:Vector3, value2:Vector3, tangent2:Vector3, amount:Float):Vector3

static function Left():Vector3

static function Lerp(start:Vector3, end:Vector3, amount:Float):Vector3

static function Maximize(left:Vector3, right:Vector3):Vector3

static function Minimize(left:Vector3, right:Vector3):Vector3

static function Normalize(vector:Vector3):Vector3

static function NormalizeToRef(vector:Vector3, result:Vector3):Void

static function One():Vector3

static function Project(vector:Vector3, world:Matrix, transform:Matrix, viewport:Viewport):Vector3

static function Right():Vector3

static function RotationFromAxis(axis1:Vector3, axis2:Vector3, axis3:Vector3):Vector3

Given three orthogonal left-handed oriented Vector3 axis in space (target system), RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply to something in order to rotate it from its local system to the given target system.

static function RotationFromAxisToRef(axis1:Vector3, axis2:Vector3, axis3:Vector3, ref:Vector3):Void

The same as RotationFromAxis but updates the passed ref Vector3 parameter.

static function TransformCoordinates(vector:Vector3, transformation:Matrix):Vector3

static function TransformCoordinatesFromFloatsToRef(x:Float, y:Float, z:Float, transformation:Matrix, result:Vector3):Void

static function TransformCoordinatesToRef(vector:Vector3, transformation:Matrix, result:Vector3):Void

static function TransformNormal(vector:Vector3, transformation:Matrix):Vector3

static function TransformNormalFromFloatsToRef(x:Float, y:Float, z:Float, transformation:Matrix, result:Vector3):Void

static function TransformNormalToRef(vector:Vector3, transformation:Matrix, result:Vector3):Void

static function Unproject(source:Vector3, viewportWidth:Float, viewportHeight:Float, world:Matrix, view:Matrix, projection:Matrix):Vector3

static function UnprojectFromTransform(source:Vector3, viewportWidth:Float, viewportHeight:Float, world:Matrix, transform:Matrix):Vector3

static function Up():Vector3

static function Zero():Vector3

Instance Fields

var x:Float

var y:Float

var z:Float

function new(?x:Float, ?y:Float, ?z:Float):Void

function MaximizeInPlace(other:Vector3):Void

function MinimizeInPlace(other:Vector3):Void

function add(otherVector:Vector3):Vector3

function addInPlace(otherVector:Vector3):Vector3

function addToRef(otherVector:Vector3, result:Vector3):Void

function asArray():Array<Float>

function clone():Vector3

function copyFrom(source:Vector3):Void

function divide(otherVector:Vector3):Vector3

function divideToRef(otherVector:Vector3, result:Vector3):Void

function equals(otherVector:Vector3):Bool

function equalsToFloats(x:Float, y:Float, z:Float):Bool

function equalsWithEpsilon(otherVector:Vector3, ?epsilon:Float):Bool

function length():Float

function lengthSquared():Float

function multiply(otherVector:Vector3):Vector3

function multiplyInPlace(otherVector:Vector3):Void

function multiplyToRef(otherVector:Vector3, result:Vector3):Void

function negate():Vector3

function normalize():Vector3

function scale(scale:Float):Vector3

function scaleInPlace(scale:Float):Vector3

function scaleToRef(scale:Float, result:Vector3):Void

function set(?x:Float, ?y:Float, ?z:Float):Void

function subtract(otherVector:Vector3):Vector3

function subtractInPlace(otherVector:Vector3):Vector3

function subtractToRef(otherVector:Vector3, result:Vector3):Void

function toArray(array:Array<Float>, ?index:Int):Void

function toString():String