Vector3.js is a 3D vector library for JavaScript, providing a variety of vector operations used in 3D graphics, physics simulations, and geometric computations.
- Basic vector operations: addition, subtraction, scaling, negation
- Geometric functions: dot product, cross product, projection
- Utility functions: normalization, magnitude, distance, linear interpolation (lerp)
- Matrix transformations and function applications on vectors
- Support for creating vectors from arrays or objects
You can install Vector3.js
via npm:
npm install @rawify/vector3
Or with yarn:
yarn add @rawify/vector3
Alternatively, download or clone the repository:
git clone https://github.com/rawify/Vector3.js
Include the vector3.min.js
file in your project:
<script src="path/to/vector3.min.js"></script>
Or in a Node.js project:
const Vector3 = require('@rawify/vector3');
or
import Vector3 from '@rawify/vector3';
Vectors can be created using new Vector3
or the Vector3
function:
let v1 = Vector3(1, 2, 3);
let v2 = new Vector3(4, 5, 6);
You can also initialize vectors from arrays or objects:
let v3 = new Vector3([1, 2, 3]);
let v4 = new Vector3({ x: 4, y: 5, z: 6 });
Adds the vector v
to the current vector.
let v1 = new Vector3(1, 2, 3);
let v2 = new Vector3(4, 5, 6);
let result = v1.add(v2); // {x: 5, y: 7, z: 9}
Subtracts the vector v
from the current vector.
let result = v1.sub(v2); // {x: -3, y: -3, z: -3}
Negates the current vector (flips the direction).
let result = v1.neg(); // {x: -1, y: -2, z: -3}
Scales the current vector by a scalar s
.
let result = v1.scale(2); // {x: 2, y: 4, z: 6}
Calculates the Hadamard (element-wise) product of the current vector and v
.
let result = v1.prod(v2); // {x: 4, y: 10, z: 18}
Computes the dot product between the current vector and v
.
let result = v1.dot(v2); // 32
Calculates the 3D cross product between the current vector and v
.
let result = v1.cross(v2); // {x: -3, y: 6, z: -3}
Projects the current vector onto the vector v
using vector projection.
let result = v1.projectTo(v2); // Projection of v1 onto v2
Finds the orthogonal vector rejection of the current vector from the vector v
.
Determines the vector reflection of the current vector across the vector n
.
Determines the vector refraction of the current unit vector across a surface with unit normal n
, using the index ratio eta = η_in / η_out
(like from air η_in=1.0 to water η_out=1.33).
let n = new Vector3(0, 1, 0); // Surface normal pointing up
let eta = 1.0 / 1.33; // Air to glass
let result = v1.refract(n, eta); // Refraction of v1 across n
Returns a new unit vector representing the refracted direction, or null
if total internal reflection occurs.
Returns the magnitude or length (Euclidean norm) of the current vector.
let result = v1.norm(); // 3.741
Returns the squared magnitude or length (norm squared) of the current vector.
let result = v1.norm2(); // 14
Returns a normalized vector (unit vector) of the current vector.
let result = v1.normalize(); // {x: 0.267, y: 0.534, z: 0.801}
Calculates the Euclidean distance between the current vector and v
.
let result = v1.distance(v2); // 5.196
Sets the values of the current vector to match the vector v
.
v1.set(v2); // v1 is now {x: 4, y: 5, z: 6}
Rotates the vector around the X-axis by the given angle (in radians):
let v = new Vector3(1, 2, 3);
v.rotateX(Math.PI / 2); // Rotates v 90° around the X-axis
Rotates the vector around the Y-axis by the given angle (in radians):
let v = new Vector3(1, 2, 3);
v.rotateY(Math.PI / 2); // Rotates v 90° around the Y-axis
Rotates the vector around the Z-axis by the given angle (in radians):
let v = new Vector3(1, 2, 3);
v.rotateZ(Math.PI / 2); // Rotates v 90° around the Z-axis
Applies a transformation matrix M
to the current vector.
let matrix = [
[1, 0, 0, 0],
[0, 1, 0, 0],
[0, 0, 1, 0]
];
let result = v1.applyMatrix(matrix); // Applies matrix transformation
If you need to make more CSS related matrix transforms, have a look at UnifiedTransform.js.
Applies a function fn
(such as Math.abs
, Math.min
, Math.max
) to the components of the current vector and an optional vector v
.
let result1 = v1.apply(Math.min, v2); // Determines the minimum of v1 and v2 on each component
let result2 = v1.apply(Math.max, v2); // Determines the maximum of v1 and v2 on each component
let result3 = v1.apply(Math.round); // Rounds the components of the vector
let result4 = v1.apply(Math.floor); // Floors the components of the vector
let result4 = v1.apply(x => Math.min(upper, Math.max(lower, x))); // Clamps the component to the interval [lower, upper]
Returns the current vector as an array [x, y, z]
.
let result = v1.toArray(); // [1, 2, 3]
Returns a clone of the current vector.
let result = v1.clone(); // A new vector with the same x, y, and z values as v1
Checks if the current vector is equal to the vector v
.
let result = v1.equals(v2); // false
Determines if the current vector is a normalized unit vector.
Performs a linear interpolation between the current vector and v
by the factor t
.
let result = v1.lerp(v2, 0.5); // {x: 2.5, y: 3.5, z: 4.5}
Gets a string representation of the current vector.
Generates a vector with random x, y, and z values between 0 and 1.
let randomVector = Vector3.random(); // {x: 0.67, y: 0.45, z: 0.12}
Creates a vector from two points a
and b
.
let result = Vector3.fromPoints({x: 1, y: 1, z: 1}, {x: 4, y: 5, z: 6}); // {x: 3, y: 4, z: 5}
Given a triangle (A, B, C) and a barycentric coordinate (u, v[, w = 1 - u - v]) calculate the cartesian coordinate in R^3.
Like all my libraries, Vector3.js is written to minimize size after compression with Google Closure Compiler in advanced mode. The code style is optimized to maximize compressibility. If you extend the library, please preserve this style.
After cloning the Git repository run:
npm install
npm run build
Testing the source against the shipped test suite is as easy as
npm run test
Copyright (c) 2025, Robert Eisele Licensed under the MIT license.