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https://github.com/stackgl/gl-vec3

gl-matrix's vec3, split into smaller pieces
https://github.com/stackgl/gl-vec3

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gl-matrix's vec3, split into smaller pieces

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# gl-vec3

[![stable](http://badges.github.io/stability-badges/dist/stable.svg)](http://github.com/badges/stability-badges)

Part of a fork of [@toji](http://github.com/toji)'s
[gl-matrix](http://github.com/toji/gl-matrix) split into smaller pieces: this
package contains `glMatrix.vec3`.

## Usage

[![NPM](https://nodei.co/npm/gl-vec3.png)](https://nodei.co/npm/gl-vec3/)

### `vec3 = require('gl-vec3')`

Will load all of the module's functionality and expose it on a single
object. Note that any of the methods may also be required directly
from their files.

For example, the following are equivalent:

``` javascript
var scale = require('gl-vec3').scale
var scale = require('gl-vec3/scale')
```

## API

- [add()](#addoutvec3-avec3-bvec3)
- [angle()](#angleavec3-bvec3)
- [clone()](#cloneavec3)
- [ceil()](#ceiloutvec3-avec3)
- [copy()](#copyoutvec3-avec3)
- [create()](#create)
- [cross()](#crossoutvec3-avec3-bvec3)
- [distance()](#distanceavec3-bvec3)
- [dist()](#distanceavec3-bvec3)
- [divide()](#divideoutvec3-avec3-bvec3)
- [div()](#divideoutvec3-avec3-bvec3)
- [dot()](#dotavec3-bvec3)
- [equals()](#equalsavec3-bvec3)
- [exactEquals()](#exactequalsavec3-bvec3)
- [floor()](#flooroutvec3-avec3)
- [forEach()](#foreachaarray-stridenumber-offsetnumber-countnumber-fnfunction-argobject)
- [fromValues()](#fromvaluesxnumber-ynumber-znumber)
- [inverse()](#inverseoutvec3-avec3)
- [length()](#lengthavec3)
- [len()](#lengthavec3)
- [lerp()](#lerpoutvec3-avec3-bvec3-tnumber)
- [max()](#maxoutvec3-avec3-bvec3)
- [min()](#minoutvec3-avec3-bvec3)
- [multiply()](#multiplyoutvec3-avec3-bvec3)
- [mul()](#multiplyoutvec3-avec3-bvec3)
- [negate()](#negateoutvec3-avec3)
- [normalize()](#normalizeoutvec3-avec3)
- [random()](#randomoutvec3-scalenumber)
- [rotateX()](#rotatexoutvec3-avec3-bvec3-cnumber)
- [rotateY()](#rotateyoutvec3-avec3-bvec3-cnumber)
- [rotateZ()](#rotatezoutvec3-avec3-bvec3-cnumber)
- [round()](#roundoutvec3-avec3)
- [scale()](#scaleoutvec3-avec3-bnumber)
- [scaleAndAdd()](#scaleandaddoutvec3-avec3-bvec3-scalenumber)
- [set()](#setoutvec3-xnumber-ynumber-znumber)
- [squaredDistance()](#squareddistanceavec3-bvec3)
- [sqrDist()](#squareddistanceavec3-bvec3)
- [squaredLength()](#squaredlengthavec3)
- [sqrLen()](#squaredlengthavec3)
- [subtract()](#subtractoutvec3-avec3-bvec3)
- [sub()](#subtractoutvec3-avec3-bvec3)
- [transformMat3()](#transformmat3outvec3-avec3-mmat3)
- [transformMat4()](#transformmat4outvec3-avec3-mmat4)
- [transformQuat()](#transformquatoutvec3-avec3-qquat)

## add(out:vec3, a:vec3, b:vec3)

Adds two vec3's

## angle(a:vec3, b:vec3)

Get the angle between two 3D vectors

## ceil(out:vec3, a:vec3)

`Math.ceil` the components of a vec3

## clone(a:vec3)

Creates a new vec3 initialized with values from an existing vector

## copy(out:vec3, a:vec3)

Copy the values from one vec3 to another

## create()

Creates a new, empty vec3

## cross(out:vec3, a:vec3, b:vec3)

Computes the cross product of two vec3's

## distance(a:vec3, b:vec3)

Calculates the euclidian distance between two vec3's. Aliased as `dist`

## divide(out:vec3, a:vec3, b:vec3)

Divides two vec3's. Aliased as `div`

## dot(a:vec3, b:vec3)

Calculates the dot product of two vec3's

## equals(a:vec3, b:vec3)

Returns whether or not the vectors have approximately the same elements in the same position.

## exactEquals(a:vec3, b:vec3)

Returns whether or not the vectors exactly have the same elements in the same position (when compared with ===)

## floor(out:vec3, a:vec3)

`Math.floor` the components of a vec3

## forEach(a:Array, stride:Number, offset:Number, count:Number, fn:Function, [arg]:Object)

Perform some operation over an array of vec3s.

## fromValues(x:Number, y:Number, z:Number)

Creates a new vec3 initialized with the given values

## inverse(out:vec3, a:vec3)

Returns the inverse of the components of a vec3

## length(a:vec3)

Calculates the length of a vec3. Aliased as `len`

## lerp(out:vec3, a:vec3, b:vec3, t:Number)

Performs a linear interpolation between two vec3's

## max(out:vec3, a:vec3, b:vec3)

Returns the maximum of two vec3's

## min(out:vec3, a:vec3, b:vec3)

Returns the minimum of two vec3's

## multiply(out:vec3, a:vec3, b:vec3)

Multiplies two vec3's. Aliased as `mul`

## negate(out:vec3, a:vec3)

Negates the components of a vec3

## normalize(out:vec3, a:vec3)

Normalize a vec3

## random(out:vec3, [scale]:Number)

Generates a random vector with the given scale

## rotateX(out:vec3, a:vec3, b:vec3, c:Number)

Rotate a 3D vector around the x-axis

## rotateY(out:vec3, a:vec3, b:vec3, c:Number)

Rotate a 3D vector around the y-axis

## rotateZ(out:vec3, a:vec3, b:vec3, c:Number)

Rotate a 3D vector around the z-axis

## round(out:vec3, a:vec3)

`Math.round` the components of a vec3

## scale(out:vec3, a:vec3, b:Number)

Scales a vec3 by a scalar number

## scaleAndAdd(out:vec3, a:vec3, b:vec3, scale:Number)

Adds two vec3's after scaling the second operand by a scalar value

## set(out:vec3, x:Number, y:Number, z:Number)

Set the components of a vec3 to the given values

## squaredDistance(a:vec3, b:vec3)

Calculates the squared euclidian distance between two vec3's. Aliased as `sqrDist`

## squaredLength(a:vec3)

Calculates the squared length of a vec3. Aliased as `sqrLen`

## subtract(out:vec3, a:vec3, b:vec3)

Subtracts vector b from vector a. Aliased as `sub`

## transformMat3(out:vec3, a:vec3, m:mat3)

Transforms the vec3 with a mat3.

## transformMat4(out:vec3, a:vec3, m:mat4)

Transforms the vec3 with a mat4.
4th vector component is implicitly '1'

## transformQuat(out:vec3, a:vec3, q:quat)

Transforms the vec3 with a quat

## License

[zlib](http://en.wikipedia.org/wiki/Zlib_License). See [LICENSE.md](https://github.com/stackgl/gl-vec3/blob/master/LICENSE.md) for details.