Vector3 class

class Vector3

Annotations
  • @JS.new()

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