# 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.