Vector3 class

class Vector3

Annotations
  • @JS()

Constructors

Vector3([num x, num y, num z])

Properties

hashCode int
The hash code for this object.
no setterinherited
isNonUniform bool
no setter
runtimeType Type
A representation of the runtime type of the object.
no setterinherited
UpReadOnly Vector3
no setter
x num
getter/setter pair
y num
getter/setter pair
z num
getter/setter pair
ZeroReadOnly Vector3
no setter

Methods

add(Vector3 otherVector) Vector3
addInPlace(Vector3 otherVector) Vector3
addInPlaceFromFloats(num x, num y, num z) Vector3
addToRef(Vector3 otherVector, Vector3 result) Vector3
asArray() List<num>
clone() Vector3
copyFrom(Vector3 source) Vector3
copyFromFloats(num x, num y, num z) Vector3
cross(Vector3 other) Vector3
divide(Vector3 otherVector) Vector3
divideInPlace(Vector3 otherVector) Vector3
divideToRef(Vector3 otherVector, Vector3 result) Vector3
equals(Vector3 otherVector) bool
equalsToFloats(num x, num y, num z) bool
equalsWithEpsilon(Vector3 otherVector, [num epsilon]) bool
floor() Vector3
fract() Vector3
fromArray(Float32List array, [num index]) Vector3
getClassName() String
getHashCode() num
isNonUniformWithinEpsilon(num epsilon) bool
length() num
lengthSquared() num
maximizeInPlace(Vector3 other) Vector3
maximizeInPlaceFromFloats(num x, num y, num z) Vector3
minimizeInPlace(Vector3 other) Vector3
minimizeInPlaceFromFloats(num x, num y, num z) Vector3
multiply(Vector3 otherVector) Vector3
multiplyByFloats(num x, num y, num z) Vector3
multiplyInPlace(Vector3 otherVector) Vector3
multiplyToRef(Vector3 otherVector, Vector3 result) Vector3
negate() Vector3
negateInPlace() Vector3
negateToRef(Vector3 result) Vector3
normalize() Vector3
normalizeFromLength(num len) Vector3
normalizeToNew() Vector3
normalizeToRef(Vector3 reference) Vector3
noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
inherited
projectOnPlane(Plane plane, Vector3 origin) Vector3
projectOnPlaneToRef(Plane plane, Vector3 origin, Vector3 result) → void
reorderInPlace(String order) Vector3
rotateByQuaternionAroundPointToRef(Quaternion quaternion, Vector3 point, Vector3 result) Vector3
rotateByQuaternionToRef(Quaternion quaternion, Vector3 result) Vector3
scale(num scale) Vector3
scaleAndAddToRef(num scale, Vector3 result) Vector3
scaleInPlace(num scale) Vector3
scaleToRef(num scale, Vector3 result) Vector3
set(num x, num y, num z) Vector3
setAll(num v) Vector3
subtract(Vector3 otherVector) Vector3
subtractFromFloats(num x, num y, num z) Vector3
subtractFromFloatsToRef(num x, num y, num z, Vector3 result) Vector3
subtractInPlace(Vector3 otherVector) Vector3
subtractToRef(Vector3 otherVector, Vector3 result) Vector3
toArray(Float32List array, [num index]) Vector3
toQuaternion() Quaternion
toString() String
A string representation of this object.
override

Operators

operator ==(Object other) bool
The equality operator.
inherited

Static Methods

Backward([bool rightHandedSystem]) Vector3
CatmullRom(Vector3 value1, Vector3 value2, Vector3 value3, Vector3 value4, num amount) Vector3
Center(Vector3 value1, Vector3 value2) Vector3
CheckExtends(Vector3 v, Vector3 min, Vector3 max) → void
Clamp(Vector3 value, Vector3 min, Vector3 max) Vector3
ClampToRef(Vector3 value, Vector3 min, Vector3 max, Vector3 result) → void
Cross(Vector3 left, Vector3 right) Vector3
CrossToRef(Vector3 left, Vector3 right, Vector3 result) → void
Distance(Vector3 value1, Vector3 value2) num
DistanceSquared(Vector3 value1, Vector3 value2) num
Dot(Vector3 left, Vector3 right) num
Down() Vector3
Forward([bool rightHandedSystem]) Vector3
FromArray(List<num> array, [num offset]) Vector3
FromArrayToRef(List<num> array, num offset, Vector3 result) → void
FromFloatArray(Float32List array, [num offset]) Vector3
FromFloatArrayToRef(Float32List array, num offset, Vector3 result) → void
FromFloatsToRef(num x, num y, num z, Vector3 result) → void
GetAngleBetweenVectors(Vector3 vector0, Vector3 vector1, Vector3 normal) num
GetClipFactor(Vector3 vector0, Vector3 vector1, Vector3 axis, num size) num
Hermite(Vector3 value1, Vector3 tangent1, Vector3 value2, Vector3 tangent2, num amount) Vector3
Left() Vector3
Lerp(Vector3 start, Vector3 end, num amount) Vector3
LerpToRef(Vector3 start, Vector3 end, num amount, Vector3 result) → void
Maximize(Vector3 left, Vector3 right) Vector3
Minimize(Vector3 left, Vector3 right) Vector3
Normalize(Vector3 vector) Vector3
NormalizeToRef(Vector3 vector, Vector3 result) → void
One() Vector3
Project(Vector3 vector, Matrix world, Matrix transform, Viewport viewport) Vector3
ProjectToRef(Vector3 vector, Matrix world, Matrix transform, Viewport viewport, Vector3 result) Vector3
RotationFromAxis(Vector3 axis1, Vector3 axis2, Vector3 axis3) Vector3
RotationFromAxisToRef(Vector3 axis1, Vector3 axis2, Vector3 axis3, Vector3 ref) → void
TransformCoordinates(Vector3 vector, Matrix transformation) Vector3
TransformCoordinatesFromFloatsToRef(num x, num y, num z, Matrix transformation, Vector3 result) → void
TransformCoordinatesToRef(Vector3 vector, Matrix transformation, Vector3 result) → void
TransformNormal(Vector3 vector, Matrix transformation) Vector3
TransformNormalFromFloatsToRef(num x, num y, num z, Matrix transformation, Vector3 result) → void
TransformNormalToRef(Vector3 vector, Matrix transformation, Vector3 result) → void
Unproject(Vector3 source, num viewportWidth, num viewportHeight, Matrix world, Matrix view, Matrix projection) Vector3
UnprojectFloatsToRef(num sourceX, num sourceY, num sourceZ, num viewportWidth, num viewportHeight, Matrix world, Matrix view, Matrix projection, Vector3 result) → void
UnprojectFromTransform(Vector3 source, num viewportWidth, num viewportHeight, Matrix world, Matrix transform) Vector3
UnprojectToRef(Vector3 source, num viewportWidth, num viewportHeight, Matrix world, Matrix view, Matrix projection, Vector3 result) → void
Up() Vector3
Zero() Vector3