Creates a new Vector3 object from the given x, y, z (floats) coordinates.
Optional
x: numberdefines the first coordinates (on X axis)
Optional
y: numberdefines the second coordinates (on Y axis)
Optional
z: numberdefines the third coordinates (on Z axis)
Gets a boolean indicating if the vector contains a zero in one of its components Example Playground https://playground.babylonjs.com/#R1F8YU#1
Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
Gets or sets the x coordinate
Gets or sets the y coordinate
Gets or sets the z coordinate
Static
DownStatic
LeftStatic
LeftStatic
LeftStatic
OneStatic
RightStatic
RightStatic
RightStatic
UpStatic
ZeroGets a new Vector3, result of the addition the current Vector3 and the given vector Example Playground https://playground.babylonjs.com/#R1F8YU#3
the resulting Vector3
defines the second operand
Adds the given vector to the current Vector3 Example Playground https://playground.babylonjs.com/#R1F8YU#4
the current updated Vector3
defines the second operand
Adds the given coordinates to the current Vector3 Example Playground https://playground.babylonjs.com/#R1F8YU#5
the current updated Vector3
defines the x coordinate of the operand
defines the y coordinate of the operand
defines the z coordinate of the operand
Adds the current Vector3 to the given one and stores the result in the vector "result" Example Playground https://playground.babylonjs.com/#R1F8YU#6
the result
defines the second operand
defines the Vector3 object where to store the result
Rotates the vector using the given unit quaternion and returns the new vector Example Playground https://playground.babylonjs.com/#R1F8YU#7
a new Vector3
the unit quaternion representing the rotation
Rotates the vector in place using the given unit quaternion Example Playground https://playground.babylonjs.com/#R1F8YU#8
the current updated Vector3
the unit quaternion representing the rotation
Rotates the vector using the given unit quaternion and stores the new vector in result Example Playground https://playground.babylonjs.com/#R1F8YU#9
the result
the unit quaternion representing the rotation
the output vector
Creates an array containing three elements : the coordinates of the Vector3 Example Playground https://playground.babylonjs.com/#R1F8YU#10
a new array of numbers
Creates a new Vector3 copied from the current Vector3 Example Playground https://playground.babylonjs.com/#R1F8YU#11
the new Vector3
Copies the given vector coordinates to the current Vector3 ones Example Playground https://playground.babylonjs.com/#R1F8YU#12
the current updated Vector3
defines the source Vector3
Copies the given floats to the current Vector3 coordinates Example Playground https://playground.babylonjs.com/#R1F8YU#13
the current updated Vector3
defines the x coordinate of the operand
defines the y coordinate of the operand
defines the z coordinate of the operand
Returns a new Vector3 as the cross product of the current vector and the "other" one The cross product is then orthogonal to both current and "other" Example Playground https://playground.babylonjs.com/#R1F8YU#14
the cross product
defines the right operand
Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones Example Playground https://playground.babylonjs.com/#R1F8YU#16
the new Vector3
defines the second operand
Divides the current Vector3 coordinates by the given ones. Example Playground https://playground.babylonjs.com/#R1F8YU#17
the current updated Vector3
defines the second operand
Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result" Example Playground https://playground.babylonjs.com/#R1F8YU#18
the result
defines the second operand
defines the Vector3 object where to store the result
Returns true if the current Vector3 and the given vector coordinates are strictly equal Example Playground https://playground.babylonjs.com/#R1F8YU#19
true if both vectors are equals
defines the second operand
Returns true if the current Vector3 coordinates equals the given floats Example Playground https://playground.babylonjs.com/#R1F8YU#20
true if both vectors are equal
defines the x coordinate of the operand
defines the y coordinate of the operand
defines the z coordinate of the operand
Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon Example Playground https://playground.babylonjs.com/#R1F8YU#21
true if both vectors are distant less than epsilon
defines the second operand
Optional
epsilon: numberdefines the minimal distance to define values as equals
Gets a new Vector3 from current Vector3 floored values Example Playground https://playground.babylonjs.com/#R1F8YU#22
a new Vector3
Gets a new Vector3 from current Vector3 fractional values Example Playground https://playground.babylonjs.com/#R1F8YU#23
a new Vector3
Update the current vector from an array Example Playground https://playground.babylonjs.com/#R1F8YU#24
the current Vector3
defines the destination array
Optional
index: numberdefines the offset in the destination array
Creates a vector normal (perpendicular) to the current Vector3 and stores the result in the given vector Out of the infinite possibilities the normal chosen is the one formed by rotating the current vector 90 degrees about an axis which lies perpendicular to the current vector and its projection on the xz plane. In the case of a current vector in the xz plane the normal is calculated to be along the y axis. Example Playground https://playground.babylonjs.com/#R1F8YU#230 Example Playground https://playground.babylonjs.com/#R1F8YU#231
defines the Vector3 object where to store the resultant normal returns the result
Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction Check if is non uniform within a certain amount of decimal places to account for this
if the the vector is non uniform to a certain number of decimal places
the amount the values can differ
Gets the length of the Vector3 Example Playground https://playground.babylonjs.com/#R1F8YU#25
the length of the Vector3
Gets the squared length of the Vector3 Example Playground https://playground.babylonjs.com/#R1F8YU#26
squared length of the Vector3
Updates the current Vector3 with the maximal coordinate values between its and the given vector ones. Example Playground https://playground.babylonjs.com/#R1F8YU#27
the current updated Vector3
defines the second operand
Updates the current Vector3 with the maximal coordinate values between its and the given coordinates. Example Playground https://playground.babylonjs.com/#R1F8YU#28
the current updated Vector3
defines the x coordinate of the operand
defines the y coordinate of the operand
defines the z coordinate of the operand
Updates the current Vector3 with the minimal coordinate values between its and the given vector ones Example Playground https://playground.babylonjs.com/#R1F8YU#29
the current updated Vector3
defines the second operand
Updates the current Vector3 with the minimal coordinate values between its and the given coordinates Example Playground https://playground.babylonjs.com/#R1F8YU#30
the current updated Vector3
defines the x coordinate of the operand
defines the y coordinate of the operand
defines the z coordinate of the operand
Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector Example Playground https://playground.babylonjs.com/#R1F8YU#31
the new Vector3
defines the second operand
Returns a new Vector3 set with the result of the multiplication of the current Vector3 coordinates by the given floats Example Playground https://playground.babylonjs.com/#R1F8YU#34
the new Vector3
defines the x coordinate of the operand
defines the y coordinate of the operand
defines the z coordinate of the operand
Multiplies the current Vector3 coordinates by the given ones Example Playground https://playground.babylonjs.com/#R1F8YU#32
the current updated Vector3
defines the second operand
Multiplies the current Vector3 by the given one and stores the result in the given vector "result" Example Playground https://playground.babylonjs.com/#R1F8YU#33
the result
defines the second operand
defines the Vector3 object where to store the result
Gets a new Vector3 set with the current Vector3 negated coordinates Example Playground https://playground.babylonjs.com/#R1F8YU#35
a new Vector3
Negate this vector in place Example Playground https://playground.babylonjs.com/#R1F8YU#36
this
Negate the current Vector3 and stores the result in the given vector "result" coordinates Example Playground https://playground.babylonjs.com/#R1F8YU#37
the result
defines the Vector3 object where to store the result
Normalize the current Vector3. Please note that this is an in place operation. Example Playground https://playground.babylonjs.com/#R1F8YU#122
the current updated Vector3
Normalize the current Vector3 with the given input length. Please note that this is an in place operation. Example Playground https://playground.babylonjs.com/#R1F8YU#123
the current updated Vector3
the length of the vector
Normalize the current Vector3 to a new vector Example Playground https://playground.babylonjs.com/#R1F8YU#124
the new Vector3
Normalize the current Vector3 to the reference Example Playground https://playground.babylonjs.com/#R1F8YU#125
the updated Vector3
define the Vector3 to update
Projects the current point Vector3 to a plane along a ray starting from a specified origin and passing through the current point Vector3. Example Playground https://playground.babylonjs.com/#R1F8YU#48
the projected vector3
defines the plane to project to
defines the origin of the projection ray
Projects the current point Vector3 to a plane along a ray starting from a specified origin and passing through the current point Vector3. Example Playground https://playground.babylonjs.com/#R1F8YU#49
result input
defines the plane to project to
defines the origin of the projection ray
defines the Vector3 where to store the result
Reorders the x y z properties of the vector in place Example Playground https://playground.babylonjs.com/#R1F8YU#44
the current updated vector
new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
Rotates a vector around a given point Example Playground https://playground.babylonjs.com/#R1F8YU#46
the resulting vector
the rotation quaternion
the point to rotate around
vector to store the result
Rotates the vector around 0,0,0 by a quaternion Example Playground https://playground.babylonjs.com/#R1F8YU#47
the resulting vector
the rotation quaternion
vector to store the result
Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale" Example Playground https://playground.babylonjs.com/#R1F8YU#53
a new Vector3
defines the multiplier factor
Scale the current Vector3 values by a factor and add the result to a given Vector3 Example Playground https://playground.babylonjs.com/#R1F8YU#55
result input
defines the scale factor
defines the Vector3 object where to store the result
Multiplies the Vector3 coordinates by the float "scale" Example Playground https://playground.babylonjs.com/#R1F8YU#56
the current updated Vector3
defines the multiplier factor
Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates Example Playground https://playground.babylonjs.com/#R1F8YU#57
the result
defines the multiplier factor
defines the Vector3 object where to store the result
Copies the given floats to the current Vector3 coordinates Example Playground https://playground.babylonjs.com/#R1F8YU#58
the current updated Vector3
defines the x coordinate of the operand
defines the y coordinate of the operand
defines the z coordinate of the operand
Copies the given float to the current Vector3 coordinates Example Playground https://playground.babylonjs.com/#R1F8YU#59
the current updated Vector3
defines the x, y and z coordinates of the operand
Returns a new Vector3, result of the subtraction of the given vector from the current Vector3 Example Playground https://playground.babylonjs.com/#R1F8YU#60
the resulting Vector3
defines the second operand
Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates Example Playground https://playground.babylonjs.com/#R1F8YU#62
the resulting Vector3
defines the x coordinate of the operand
defines the y coordinate of the operand
defines the z coordinate of the operand
Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result Example Playground https://playground.babylonjs.com/#R1F8YU#64
the result
defines the x coordinate of the operand
defines the y coordinate of the operand
defines the z coordinate of the operand
defines the Vector3 object where to store the result
Subtract the given vector from the current Vector3 Example Playground https://playground.babylonjs.com/#R1F8YU#61
the current updated Vector3
defines the second operand
Subtracts the given vector from the current Vector3 and stores the result in the vector "result". Example Playground https://playground.babylonjs.com/#R1F8YU#63
the result
defines the second operand
defines the Vector3 object where to store the result
Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3 Example Playground https://playground.babylonjs.com/#R1F8YU#65
the current Vector3
defines the destination array
Optional
index: numberdefines the offset in the destination array
Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation) Example Playground https://playground.babylonjs.com/#R1F8YU#66
a new Quaternion object, computed from the Vector3 coordinates
Creates a string representation of the Vector3 Example Playground https://playground.babylonjs.com/#R1F8YU#67
a string with the Vector3 coordinates.
Static
BackwardReturns a new Vector3 set to (0.0, 0.0, -1.0) Example Playground https://playground.babylonjs.com/#R1F8YU#71
a new Backward Vector3
Optional
rightHandedSystem: booleanis the scene right-handed (negative-z)
Static
CatmullReturns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4" Example Playground https://playground.babylonjs.com/#R1F8YU#69
the new Vector3
defines the first control point
defines the second control point
defines the third control point
defines the fourth control point
defines the amount on the spline to use
Static
CenterReturns a new Vector3 located at the center between "value1" and "value2" Example Playground https://playground.babylonjs.com/#R1F8YU#72
the new Vector3
Static
CenterGets the center of the vectors "value1" and "value2" and stores the result in the vector "ref" Example Playground https://playground.babylonjs.com/#R1F8YU#73
ref
Static
CheckChecks if a given vector is inside a specific range Example Playground https://playground.babylonjs.com/#R1F8YU#75
Static
ClampReturns a new Vector3 set with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max" If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one Example Playground https://playground.babylonjs.com/#R1F8YU#76
the new Vector3
Static
ClampSets the given vector "result" with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max" If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one Example Playground https://playground.babylonjs.com/#R1F8YU#77
result input
Static
CrossReturns a new Vector3 as the cross product of the vectors "left" and "right" The cross product is then orthogonal to both "left" and "right" Example Playground https://playground.babylonjs.com/#R1F8YU#15
the cross product
defines the left operand
defines the right operand
Static
CrossSets the given vector "result" with the cross product of "left" and "right" The cross product is then orthogonal to both "left" and "right" Example Playground https://playground.babylonjs.com/#R1F8YU#78
result input
Static
DistanceReturns the distance between the vectors "value1" and "value2" Example Playground https://playground.babylonjs.com/#R1F8YU#81
the distance
Static
DistanceReturns the squared distance between the vectors "value1" and "value2" Example Playground https://playground.babylonjs.com/#R1F8YU#80
the squared distance
Static
DotReturns the dot product (float) between the vectors "left" and "right" Example Playground https://playground.babylonjs.com/#R1F8YU#82
the dot product
Static
DownReturns a new Vector3 set to (0.0, -1.0, 0.0) Example Playground https://playground.babylonjs.com/#R1F8YU#71
a new down Vector3
Static
ForwardReturns a new Vector3 set to (0.0, 0.0, 1.0) Example Playground https://playground.babylonjs.com/#R1F8YU#71
a new forward Vector3
Optional
rightHandedSystem: booleanis the scene right-handed (negative z)
Static
FromReturns a new Vector3 set from the index "offset" of the given array Example Playground https://playground.babylonjs.com/#R1F8YU#83
the new Vector3
defines the source array
Optional
offset: numberdefines the offset in the source array
Static
FromSets the given vector "result" with the element values from the index "offset" of the given array Example Playground https://playground.babylonjs.com/#R1F8YU#84
result input
defines the source array
defines the offset in the source array
defines the Vector3 where to store the result
Static
FromReturns a new Vector3 set from the index "offset" of the given Float32Array
the new Vector3
Please use FromArray instead.
defines the source array
Optional
offset: numberdefines the offset in the source array
Static
FromSets the given vector "result" with the element values from the index "offset" of the given Float32Array
Please use FromArrayToRef instead.
defines the source array
defines the offset in the source array
defines the Vector3 where to store the result
Static
FromSets the given vector "result" with the given floats. Example Playground https://playground.babylonjs.com/#R1F8YU#85
defines the x coordinate of the source
defines the y coordinate of the source
defines the z coordinate of the source
defines the Vector3 where to store the result
Static
GetGet angle between two vectors Example Playground https://playground.babylonjs.com/#R1F8YU#86
the angle between vector0 and vector1
Static
GetGet angle between two vectors projected on a plane Example Playground https://playground.babylonjs.com/#R1F8YU#87 Expectation compute time: 0.01 ms (median) and 0.02 ms (percentile 95%)
the angle in radians (float) between vector0 and vector1 projected on the plane with the specified normal
Static
GetGet the clip factor between two vectors Example Playground https://playground.babylonjs.com/#R1F8YU#126
the clip factor
Static
HermiteReturns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2" Example Playground https://playground.babylonjs.com/#R1F8YU#89
the new Vector3
defines the first control point
defines the first tangent vector
defines the second control point
defines the second tangent vector
defines the amount on the interpolation spline (between 0 and 1)
Static
Hermite1stReturns a new Vector3 which is the 1st derivative of the Hermite spline defined by the vectors "value1", "value2", "tangent1", "tangent2". Example Playground https://playground.babylonjs.com/#R1F8YU#90
1st derivative
defines the first control point
defines the first tangent
defines the second control point
defines the second tangent
define where the derivative must be done
Static
Hermite1stUpdate a Vector3 with the 1st derivative of the Hermite spline defined by the vectors "value1", "value2", "tangent1", "tangent2". Example Playground https://playground.babylonjs.com/#R1F8YU#91
result input
defines the first control point
defines the first tangent
defines the second control point
defines the second tangent
define where the derivative must be done
define where to store the derivative
Static
LeftReturns a new Vector3 set to (-1.0, 0.0, 0.0) Example Playground https://playground.babylonjs.com/#R1F8YU#71
a new left Vector3
Static
LerpReturns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end" Example Playground https://playground.babylonjs.com/#R1F8YU#95
the new Vector3
defines the start value
defines the end value
max defines amount between both (between 0 and 1)
Static
LerpSets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end" Example Playground https://playground.babylonjs.com/#R1F8YU#93
result input
Static
MaximizeGets the maximal coordinate values between two Vector3 Example Playground https://playground.babylonjs.com/#R1F8YU#96
the new Vector3
defines the first operand
defines the second operand
Static
MinimizeGets the minimal coordinate values between two Vector3 Example Playground https://playground.babylonjs.com/#R1F8YU#97
the new Vector3
defines the first operand
defines the second operand
Static
NormalizeReturns a new Vector3 as the normalization of the given vector Example Playground https://playground.babylonjs.com/#R1F8YU#98
the new Vector3
defines the Vector3 to normalize
Static
NormalizeSets the given vector "result" with the normalization of the given first vector Example Playground https://playground.babylonjs.com/#R1F8YU#98
result input
defines the Vector3 to normalize
defines the Vector3 where to store the result
Static
OneStatic
PitchGets the rotation that aligns the roll axis (Y) to the line joining the start point to the target point Example PG https://playground.babylonjs.com/#R1F8YU#188
the rotation in the form (pitch, yaw, 0)
Static
PitchGets the rotation that aligns the roll axis (Y) to the line joining the start point to the target point and stores it in the ref Vector3 Example PG https://playground.babylonjs.com/#R1F8YU#189
ref in the form (pitch, yaw, 0)
Static
ProjectProject a Vector3 onto screen space Example Playground https://playground.babylonjs.com/#R1F8YU#101
the new Vector3
defines the Vector3 to project
defines the world matrix to use
defines the transform (view x projection) matrix to use
defines the screen viewport to use
Static
ProjectProjects "vector" on the triangle determined by its extremities "p0", "p1" and "p2", stores the result in "ref" and returns the distance to the projected point. Example Playground https://playground.babylonjs.com/#R1F8YU#104 From http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.104.4264&rep=rep1&type=pdf
The distance between "ref" and "vector"
Static
ProjectProject a Vector3 onto screen space to reference Example Playground https://playground.babylonjs.com/#R1F8YU#102
result input
defines the Vector3 to project
defines the world matrix to use
defines the transform (view x projection) matrix to use
defines the screen viewport to use
the vector in which the screen space will be stored
Static
RandomStatic
ReflectStatic
ReflectStatic
RightReturns a new Vector3 set to (1.0, 0.0, 0.0) Example Playground https://playground.babylonjs.com/#R1F8YU#71
a new right Vector3
Static
RotationGiven three orthogonal normalized left-handed oriented Vector3 axis in space (target system), RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply to something in order to rotate it from its local system to the given target system Note: axis1, axis2 and axis3 are normalized during this operation Example Playground https://playground.babylonjs.com/#R1F8YU#106
a new Vector3
https://doc.babylonjs.com/features/featuresDeepDive/mesh/transforms/center_origin/target_align
Static
RotationThe same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3 Example Playground https://playground.babylonjs.com/#R1F8YU#107
result input
Static
SlerpSlerp between two vectors. See also SmoothToRef
Slerp is a spherical linear interpolation
giving a slow in and out effect
Example Playground 1 https://playground.babylonjs.com/#R1F8YU#108
Example Playground 2 https://playground.babylonjs.com/#R1F8YU#109
Static
SmoothSmooth interpolation between two vectors using Slerp Example Playground https://playground.babylonjs.com/#R1F8YU#110
Static
TransformReturns a new Vector3 set with the result of the transformation by the given matrix of the given vector. This method computes transformed coordinates only, not transformed direction vectors (ie. it takes translation in account) Example Playground https://playground.babylonjs.com/#R1F8YU#111
the transformed Vector3
defines the Vector3 to transform
defines the transformation matrix
Static
TransformSets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z) This method computes transformed coordinates only, not transformed direction vectors Example Playground https://playground.babylonjs.com/#R1F8YU#115
result input
define the x coordinate of the source vector
define the y coordinate of the source vector
define the z coordinate of the source vector
defines the transformation matrix
defines the Vector3 where to store the result
Static
TransformSets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector This method computes transformed coordinates only, not transformed direction vectors (ie. it takes translation in account) Example Playground https://playground.babylonjs.com/#R1F8YU#113
result input
defines the Vector3 to transform
defines the transformation matrix
defines the Vector3 where to store the result
Static
TransformReturns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector This methods computes transformed normalized direction vectors only (ie. it does not apply translation) Example Playground https://playground.babylonjs.com/#R1F8YU#112
the new Vector3
defines the Vector3 to transform
defines the transformation matrix
Static
TransformSets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z) This methods computes transformed normalized direction vectors only (ie. it does not apply translation) Example Playground https://playground.babylonjs.com/#R1F8YU#116
result input
define the x coordinate of the source vector
define the y coordinate of the source vector
define the z coordinate of the source vector
defines the transformation matrix
defines the Vector3 where to store the result
Static
TransformSets the given vector "result" with the result of the normal transformation by the given matrix of the given vector This methods computes transformed normalized direction vectors only (ie. it does not apply translation) Example Playground https://playground.babylonjs.com/#R1F8YU#114
result input
defines the Vector3 to transform
defines the transformation matrix
defines the Vector3 where to store the result
Static
UnprojectUnproject from screen space to object space Example Playground https://playground.babylonjs.com/#R1F8YU#117
the new Vector3
defines the screen space Vector3 to use
defines the current width of the viewport
defines the current height of the viewport
defines the world matrix to use (can be set to Identity to go to world space)
defines the view matrix to use
defines the projection matrix to use
Static
UnprojectUnproject from screen space to object space Example Playground https://playground.babylonjs.com/#R1F8YU#120
result input
defines the screen space x coordinate to use
defines the screen space y coordinate to use
defines the screen space z coordinate to use
defines the current width of the viewport
defines the current height of the viewport
defines the world matrix to use (can be set to Identity to go to world space)
defines the view matrix to use
defines the projection matrix to use
defines the Vector3 where to store the result
Static
UnprojectUnproject from screen space to object space Example Playground https://playground.babylonjs.com/#R1F8YU#121
the new Vector3
defines the screen space Vector3 to use
defines the current width of the viewport
defines the current height of the viewport
defines the world matrix to use (can be set to Identity to go to world space)
defines the transform (view x projection) matrix to use
Static
UnprojectUnproject from screen space to object space Example Playground https://playground.babylonjs.com/#R1F8YU#119
result input
defines the screen space Vector3 to use
defines the current width of the viewport
defines the current height of the viewport
defines the world matrix to use (can be set to Identity to go to world space)
defines the view matrix to use
defines the projection matrix to use
defines the Vector3 where to store the result
Static
UpReturns a new Vector3 set to (0.0, 1.0, 0.0) Example Playground https://playground.babylonjs.com/#R1F8YU#71
a new up Vector3
Static
ZeroGenerated using TypeDoc
Class used to store (x,y,z) vector representation A Vector3 is the main object used in 3D geometry It can represent either the coordinates of a point the space, either a direction Reminder: js uses a left handed forward facing system Example Playground - Overview - https://playground.babylonjs.com/#R1F8YU