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Vector3.js

MIT license

Vector3.js is a 3D vector library for JavaScript, providing a variety of vector operations used in 3D graphics, physics simulations, and geometric computations.

Features

  • 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

Installation

To use Vector3.js, 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('path/to/vector3.js');

Usage

Creating a Vector

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 });

Methods

add(v)

Adds the vector v to the current vector.

let v1 = newVector3(1, 2, 3);
let v2 = newVector3(4, 5, 6);
let result = v1.add(v2); // {x: 5, y: 7, z: 9}

sub(v)

Subtracts the vector v from the current vector.

let result = v1.sub(v2); // {x: -3, y: -3, z: -3}

neg()

Negates the current vector (flips the direction).

let result = v1.neg(); // {x: -1, y: -2, z: -3}

scale(s)

Scales the current vector by a scalar s.

let result = v1.scale(2); // {x: 2, y: 4, z: 6}

prod(v)

Calculates the Hadamard (element-wise) product of the current vector and v.

let result = v1.prod(v2); // {x: 4, y: 10, z: 18}

dot(v)

Computes the dot product between the current vector and v.

let result = v1.dot(v2); // 32

cross(v)

Calculates the 3D cross product between the current vector and v.

let result = v1.cross(v2); // {x: -3, y: 6, z: -3}

projectTo(v)

Projects the current vector onto the vector v.

let result = v1.projectTo(v2); // Projection of v1 onto v2

rejectFrom(v)

Orthogonal rejection of this from vector v.

reflect(v)

Reflect this across vector v.

norm()

Returns the magnitude (Euclidean norm) of the current vector.

let result = v1.norm(); // 3.741

norm2()

Returns the squared magnitude (norm squared) of the current vector.

let result = v1.norm2(); // 14

normalize()

Returns a normalized vector (unit vector) of the current vector.

let result = v1.normalize(); // {x: 0.267, y: 0.534, z: 0.801}

distance(v)

Calculates the Euclidean distance between the current vector and v.

let result = v1.distance(v2); // 5.196

set(v)

Sets the values of the current vector to match the vector v.

v1.set(v2); // v1 is now {x: 4, y: 5, z: 6}

applyMatrix(M)

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

apply(fn, v)

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 result = v1.apply(Math.max, v2); // Applies Math.max to the components of v1 and v2

toArray()

Returns the current vector as an array [x, y, z].

let result = v1.toArray(); // [1, 2, 3]

clone()

Returns a clone of the current vector.

let result = v1.clone(); // A new vector with the same x, y, and z values as v1

equals(v)

Checks if the current vector is equal to the vector v.

let result = v1.equals(v2); // false

isUnit()

Determines if the current vector is a normalized unit vector.

lerp(v, t)

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}

toString()

Gets a string representation of the current vector.

Static Methods

Vector3.random()

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}

Vector3.fromPoints(a, b)

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}

Vector3.fromBarycentric(A, B, C, u, v)

Given a triangle (A, B, C) and a barycentric coordinate (u, v[, w = 1 - u - v]) calculate the cartesian coordinate in R^3.

Coding Style

As every library I publish, Vector2.js is also built to be as small as possible after compressing it with Google Closure Compiler in advanced mode. Thus the coding style orientates a little on maxing-out the compression rate. Please make sure you keep this style if you plan to extend the library.

Building the library

After cloning the Git repository run:

npm install
npm run build

Run a test

Testing the source against the shipped test suite is as easy as

npm run test

Copyright and Licensing

Copyright (c) 2024, Robert Eisele Licensed under the MIT license.

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