Optionalx: numberThe x component.
Optionaly: numberThe y component.
Optionalz: numberThe z component.
The x component of this Vector.
The y component of this Vector.
The z component of this Vector.
Static ReadonlyBACKA static back Vector3 for use by reference.
This constant is meant for comparison operations and should not be modified directly.
Static ReadonlyDOWNA static down Vector3 for use by reference.
This constant is meant for comparison operations and should not be modified directly.
Static ReadonlyFORWARDA static forward Vector3 for use by reference.
This constant is meant for comparison operations and should not be modified directly.
Static ReadonlyLEFTA static left Vector3 for use by reference.
This constant is meant for comparison operations and should not be modified directly.
Static ReadonlyONEA static one Vector3 for use by reference.
This constant is meant for comparison operations and should not be modified directly.
Static ReadonlyRIGHTA static right Vector3 for use by reference.
This constant is meant for comparison operations and should not be modified directly.
Static ReadonlyUPA static up Vector3 for use by reference.
This constant is meant for comparison operations and should not be modified directly.
Static ReadonlyZEROA static zero Vector3 for use by reference.
This constant is meant for comparison operations and should not be modified directly.
Add the given value to each component of this Vector.
The amount to add to this Vector.
Make a clone of this Vector3.
Calculate the dot product of this Vector and the given Vector.
The Vector3 to dot product with this Vector3.
Check whether this Vector is equal to a given Vector.
Performs a strict equality check against each Vector's components.
The Vector3 to compare against.
Sets the components of this Vector3 from the given array, based on the offset.
Vector3.x = array[offset] Vector3.y = array[offset + 1] Vector3.z = array[offset + 2]
The array of values to get this Vector from.
Optionaloffset: numberThe offset index into the array. Default 0.
Calculate the length (or magnitude) of this Vector.
Calculate the length of this Vector squared.
Negate the x, y and z components of this Vector.
Normalize this Vector.
Makes the vector a unit length vector (magnitude of 1) in the same direction.
Make this Vector the zero vector (0, 0, 0).
Scale this Vector by the given value.
The value to scale this Vector by.
Set the x, y, and z components of this Vector to the given x, y, and z values.
The x value to set for this Vector, or an object containing x, y and z components.
Optionaly: numberThe y value to set for this Vector.
Optionalz: numberThe z value to set for this Vector.
Transform this Vector with the given Quaternion.
The Quaternion to transform this Vector with.
Unproject this point from 2D space to 3D space. The point should have its x and y properties set to 2D screen space, and the z either at 0 (near plane) or 1 (far plane). The provided matrix is assumed to already be combined, i.e. projection * view * model.
After this operation, this vector's (x, y, z) components will represent the unprojected 3D coordinate.
Set this Vector to point up.
Sets the y component of the vector to 1, and the others to 0.
A representation of a vector in 3D space.
A three-component vector.