The x component of this Vector.
The y component of this Vector.
The z component of this Vector.
Static ReadonlyBACKA static back Vector3 for use by reference.
This constant is meant for comparison operations and should not be modified directly.
Static ReadonlyDOWNA static down Vector3 for use by reference.
This constant is meant for comparison operations and should not be modified directly.
Static ReadonlyFORWARDA static forward Vector3 for use by reference.
This constant is meant for comparison operations and should not be modified directly.
Static ReadonlyLEFTA static left Vector3 for use by reference.
This constant is meant for comparison operations and should not be modified directly.
Static ReadonlyONEA static one Vector3 for use by reference.
This constant is meant for comparison operations and should not be modified directly.
Static ReadonlyRIGHTA static right Vector3 for use by reference.
This constant is meant for comparison operations and should not be modified directly.
Static ReadonlyUPA static up Vector3 for use by reference.
This constant is meant for comparison operations and should not be modified directly.
Static ReadonlyZEROA static zero Vector3 for use by reference.
This constant is meant for comparison operations and should not be modified directly.
Sets the components of this Vector3 from the given array, based on the offset.
Vector3.x = array[offset] Vector3.y = array[offset + 1] Vector3.z = array[offset + 2]
The array of values to get this Vector from.
Optionaloffset: numberThe offset index into the array. Default 0.
Calculate the length (or magnitude) of this Vector.
Calculate the length of this Vector squared.
Set the x, y, and z components of this Vector to the given x, y, and z values.
The x value to set for this Vector, or an object containing x, y and z components.
Optionaly: numberThe y value to set for this Vector.
Optionalz: numberThe z value to set for this Vector.
Transform this Vector with the given Quaternion.
The Quaternion to transform this Vector with.
Unproject this point from 2D space to 3D space. The point should have its x and y properties set to 2D screen space, and the z either at 0 (near plane) or 1 (far plane). The provided matrix is assumed to already be combined, i.e. projection * view * model.
After this operation, this vector's (x, y, z) components will represent the unprojected 3D coordinate.
A representation of a vector in 3D space.
A three-component vector.