import { Camera } from "../cameras/Camera.js"; import { BufferAttribute } from "../core/BufferAttribute.js"; import { InterleavedBufferAttribute } from "../core/InterleavedBufferAttribute.js"; import { RGB } from "./Color.js"; import { Cylindrical } from "./Cylindrical.js"; import { Euler } from "./Euler.js"; import { Matrix3 } from "./Matrix3.js"; import { Matrix4 } from "./Matrix4.js"; import { QuaternionLike } from "./Quaternion.js"; import { Spherical } from "./Spherical.js"; export type Vector3Tuple = [number, number, number]; export interface Vector3Like { readonly x: number; readonly y: number; readonly z: number; } /** * 3D vector. * * see {@link https://github.com/mrdoob/three.js/blob/master/src/math/Vector3.js} * * @example * const a = new THREE.Vector3( 1, 0, 0 ); * const b = new THREE.Vector3( 0, 1, 0 ); * const c = new THREE.Vector3(); * c.crossVectors( a, b ); */ export class Vector3 { constructor(x?: number, y?: number, z?: number); /** * @default 0 */ x: number; /** * @default 0 */ y: number; /** * @default 0 */ z: number; readonly isVector3: true; /** * Sets value of this vector. */ set(x: number, y: number, z: number): this; /** * Sets all values of this vector. */ setScalar(scalar: number): this; /** * Sets x value of this vector. */ setX(x: number): this; /** * Sets y value of this vector. */ setY(y: number): this; /** * Sets z value of this vector. */ setZ(z: number): this; setComponent(index: number, value: number): this; getComponent(index: number): number; /** * Clones this vector. */ clone(): this; /** * Copies value of v to this vector. */ copy(v: Vector3Like): this; /** * Adds v to this vector. */ add(v: Vector3Like): this; addScalar(s: number): this; /** * Sets this vector to a + b. */ addVectors(a: Vector3Like, b: Vector3Like): this; addScaledVector(v: Vector3, s: number): this; /** * Subtracts v from this vector. */ sub(a: Vector3Like): this; subScalar(s: number): this; /** * Sets this vector to a - b. */ subVectors(a: Vector3Like, b: Vector3Like): this; multiply(v: Vector3Like): this; /** * Multiplies this vector by scalar s. */ multiplyScalar(s: number): this; multiplyVectors(a: Vector3Like, b: Vector3Like): this; applyEuler(euler: Euler): this; applyAxisAngle(axis: Vector3, angle: number): this; applyMatrix3(m: Matrix3): this; applyNormalMatrix(m: Matrix3): this; applyMatrix4(m: Matrix4): this; applyQuaternion(q: QuaternionLike): this; project(camera: Camera): this; unproject(camera: Camera): this; transformDirection(m: Matrix4): this; divide(v: Vector3Like): this; /** * Divides this vector by scalar s. * Set vector to ( 0, 0, 0 ) if s == 0. */ divideScalar(s: number): this; min(v: Vector3Like): this; max(v: Vector3Like): this; clamp(min: Vector3Like, max: Vector3Like): this; clampScalar(min: number, max: number): this; clampLength(min: number, max: number): this; floor(): this; ceil(): this; round(): this; roundToZero(): this; /** * Inverts this vector. */ negate(): this; /** * Computes dot product of this vector and v. */ dot(v: Vector3Like): number; /** * Computes squared length of this vector. */ lengthSq(): number; /** * Computes length of this vector. */ length(): number; /** * Computes the Manhattan length of this vector. * * see {@link http://en.wikipedia.org/wiki/Taxicab_geometry|Wikipedia: Taxicab Geometry} */ manhattanLength(): number; /** * Normalizes this vector. */ normalize(): this; /** * Normalizes this vector and multiplies it by l. */ setLength(l: number): this; lerp(v: Vector3Like, alpha: number): this; lerpVectors(v1: Vector3Like, v2: Vector3Like, alpha: number): this; /** * Sets this vector to cross product of itself and v. */ cross(a: Vector3Like): this; /** * Sets this vector to cross product of a and b. */ crossVectors(a: Vector3Like, b: Vector3Like): this; projectOnVector(v: Vector3): this; projectOnPlane(planeNormal: Vector3): this; reflect(vector: Vector3Like): this; angleTo(v: Vector3): number; /** * Computes distance of this vector to v. */ distanceTo(v: Vector3Like): number; /** * Computes squared distance of this vector to v. */ distanceToSquared(v: Vector3Like): number; /** * Computes the Manhattan length (distance) from this vector to the given vector v * * see {@link http://en.wikipedia.org/wiki/Taxicab_geometry|Wikipedia: Taxicab Geometry} */ manhattanDistanceTo(v: Vector3Like): number; setFromSpherical(s: Spherical): this; setFromSphericalCoords(r: number, phi: number, theta: number): this; setFromCylindrical(s: Cylindrical): this; setFromCylindricalCoords(radius: number, theta: number, y: number): this; setFromMatrixPosition(m: Matrix4): this; setFromMatrixScale(m: Matrix4): this; setFromMatrixColumn(matrix: Matrix4, index: number): this; setFromMatrix3Column(matrix: Matrix3, index: number): this; /** * Sets this vector's {@link x}, {@link y} and {@link z} components from the x, y, and z components of the specified {@link Euler Euler Angle}. */ setFromEuler(e: Euler): this; /** * Sets this vector's {@link x}, {@link y} and {@link z} components from the r, g, and b components of the specified * {@link Color | color}. */ setFromColor(color: RGB): this; /** * Checks for strict equality of this vector and v. */ equals(v: Vector3Like): boolean; /** * Sets this vector's x, y and z value from the provided array or array-like. * @param array the source array or array-like. * @param offset (optional) offset into the array. Default is 0. */ fromArray(array: number[] | ArrayLike, offset?: number): this; /** * Returns an array [x, y, z], or copies x, y and z into the provided array. * @param array (optional) array to store the vector to. If this is not provided, a new array will be created. * @param offset (optional) optional offset into the array. * @return The created or provided array. */ toArray(array?: number[], offset?: number): number[]; toArray(array?: Vector3Tuple, offset?: 0): Vector3Tuple; /** * Copies x, y and z into the provided array-like. * @param array array-like to store the vector to. * @param offset (optional) optional offset into the array-like. * @return The provided array-like. */ toArray(array: ArrayLike, offset?: number): ArrayLike; fromBufferAttribute(attribute: BufferAttribute | InterleavedBufferAttribute, index: number): this; /** * Sets this vector's x, y and z from Math.random */ random(): this; randomDirection(): this; /** * Iterating through a Vector3 instance will yield its components (x, y, z) in the corresponding order. */ [Symbol.iterator](): Iterator; }