@amandaghassaei/vector-math
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A minimal vector math library to handle 2D/3D translations and rotations, written in TypeScript.
217 lines (216 loc) • 7.46 kB
TypeScript
import type { Matrix4Readonly } from './Matrix4';
import type { QuaternionReadonly } from './Quaternion';
import type { THREE_Vector3, THREE_Quaternion } from './THREE_types';
export type Vector3Readonly = {
readonly x: number;
readonly y: number;
readonly z: number;
dot: (vec: Vector3Readonly | THREE_Vector3) => number;
lengthSq: () => number;
length: () => number;
distanceToSquared: (vec: Vector3Readonly | THREE_Vector3) => number;
distanceTo: (vec: Vector3Readonly | THREE_Vector3) => number;
angleTo: (vec: Vector3Readonly | THREE_Vector3) => number;
angleToNormalized: (vec: Vector3Readonly | THREE_Vector3) => number;
equals: (vec: Vector3Readonly | THREE_Vector3, tolerance?: number) => boolean;
isZero: (tolerance?: number) => boolean;
clone: () => Vector3;
toArray: () => [number, number, number];
};
export declare class Vector3 {
x: number;
y: number;
z: number;
/**
* @param x - Defaults to 0.
* @param y - Defaults to 0.
* @param z - Defaults to 0.
*/
constructor();
constructor(x: number, y: number, z: number);
/**
* Set the contents of a Vector3.
* @param x - x component.
* @param y - y component.
* @param z - z component.
* @returns this
*/
set(x: number, y: number, z: number): this;
/**
* Set the contents of a Vector3 from an array.
* @param array - Array containing x, y, and z components.
* @returns this
*/
setFromArray(array: readonly [number, number, number]): this;
/**
* Fill all components of this Vector3 with the same value.
* @param value - Value to fill all components with.
* @returns
*/
fill(value: number): this;
/**
* Add a Vector3 to this Vector3.
* @param vec - Vector3 to add.
* @returns this
*/
add(vec: Vector3Readonly | THREE_Vector3): this;
/**
* Subtract a Vector3 from this Vector3.
* @param vec - Vector3 to subtract.
* @returns this
*/
sub(vec: Vector3Readonly | THREE_Vector3): this;
/**
* Multiply this Vector3 by scalar value.
* @param scalar - Scalar to multiply.
* @returns this
*/
multiplyScalar(scalar: number): this;
/**
* Divide this Vector3 by scalar value.
* @param scalar - Scalar to divide.
* @returns this
*/
divideScalar(scalar: number): this;
/**
* Returns the dot product of this Vector3 with another Vector3.
* @param vec - Vector3 to dot with.
* @returns dot product of this and vec.
*/
dot(vec: Vector3Readonly | THREE_Vector3): number;
/**
* Returns the dot product of two Vector3s.
* @param vec1 - First Vector3.
* @param vec2 - Second Vector3.
* @returns dot product of vec1 and vec2.
*/
static dot(vec1: Vector3Readonly | THREE_Vector3, vec2: Vector3Readonly | THREE_Vector3): number;
/**
* Cross this Vector3 with another Vector3.
* @param vec - Vector3 to cross with.
* @returns this
*/
cross(vec: Vector3Readonly | THREE_Vector3): this;
/**
* Returns the squared length of the Vector3.
* @returns Squared length of the Vector3.
*/
lengthSq(): number;
/**
* Returns the length of the Vector3.
* @returns Length of the Vector3.
*/
length(): number;
/**
* Returns the squared distance between this Vector3 and another Vector3.
* @param vec - Vector3 to measure distance to.
* @returns Squared distance between this and vec.
*/
distanceToSquared(vec: Vector3Readonly | THREE_Vector3): number;
/**
* Returns the distance between this Vector3 and another Vector3.
* @param vec - Vector3 to measure distance to.
* @returns Distance between this and vec.
*/
distanceTo(vec: Vector3Readonly | THREE_Vector3): number;
/**
* Normalize the length of this Vector3.
* @returns this
*/
normalize(): this;
/**
* Apply Matrix4 transformation to this Vector3.
* @param matrix - Matrix4 to apply.
* @returns this
*/
applyMatrix4(matrix: Matrix4Readonly): this;
/**
* Apply Matrix4 rotation component (ignore translation) to this Vector3.
* @param matrix - Matrix4 to apply.
* @returns this
*/
applyMatrix4RotationComponent(matrix: Matrix4Readonly): this;
/**
* Apply Quaternion transformation to this Vector3.
* @param quaternion - Quaternion to apply.
* @returns this
*/
applyQuaternion(quaternion: QuaternionReadonly | THREE_Quaternion): this;
/**
* Linearly interpolate between this Vector3 and another Vector3.
* @param vector - Vector3 to lerp to.
* @param t - Interpolation factor between 0 and 1.
* @returns this
*/
lerp(vector: Vector3Readonly | THREE_Vector3, t: number): this;
/**
* Average this Vector3 with another Vector3.
* @param vector - Vector3 to average with.
* @returns this
*/
average(vector: Vector3Readonly | THREE_Vector3): this;
/**
* Min this Vector3 with another Vector3.
* @param vector - Vector3 to min with.
* @returns this
*/
min(vector: Vector3Readonly | THREE_Vector3): this;
/**
* Max this Vector3 with another Vector3.
* @param vector - Vector3 to max with.
* @returns this
*/
max(vector: Vector3Readonly | THREE_Vector3): this;
/**
* Invert this Vector3.
* @returns this
*/
invert(): this;
/**
* Calculate the angle between this Vector3 and another Vector3.
* @param vector - Vector3 to calculate angle to.
* @returns Angle between this and vector.
*/
angleTo(vector: Vector3Readonly | THREE_Vector3): number;
/**
* Calculate the angle between this (normalized) Vector3 and another (normalized) Vector3.
* @param vector - Vector3 to calculate angle to.
* @returns Angle between this and vector.
*/
angleToNormalized(vector: Vector3Readonly | THREE_Vector3): number;
/**
* Copy the contents of a Vector3 to this Vector3.
* @param vec - Vector3 to copy.
* @returns this
*/
copy(vec: Vector3Readonly | THREE_Vector3): this;
/**
* Test if this Vector3 equals another Vector3.
* @param vec - Vector3 to test equality with.
* @param tolerance - Defaults to 0.
* @returns True if the vectors are equal.
*/
equals(vec: Vector3Readonly | THREE_Vector3, tolerance?: number): boolean;
/**
* Test if two Vector3s are equal (within numerical tolerance).
* @param vec1 - First Vector3.
* @param vec2 - Second Vector3.
* @param tolerance - Optional numerical tolerance for equality check, defaults to global numerical tolerance.
* @returns True if the vectors are equal.
*/
static equals(vec1: Vector3Readonly | THREE_Vector3, vec2: Vector3Readonly | THREE_Vector3, tolerance?: number): boolean;
/**
* Test if this vector is the zero vector.
* @param tolerance - Optional numerical tolerance for zero check, defaults to global numerical tolerance.
* @returns True if the vector is the zero vector.
*/
isZero(tolerance?: number): boolean;
/**
* Clone this Vector3 into a new Vector3.
*/
clone(): Vector3;
/**
* Returns an array containing the x, y, and z components of this Vector3.
*/
toArray(): [number, number, number];
}