Computes the angle between 2 vectors, reports in radians.
Performs a bezier interpolation with two control points
Math.ceil the components of a Vec3
Computes the dihedral angles of 4 points, reports in radians.
in radians [0, PI]
in radians [0, 2 * PI]
Returns whether or not the vectors have approximately the same elements in the same position.
Returns whether or not the vectors have exactly the same elements in the same position (when compared with ===)
Math.floor the components of a Vec3
Performs a hermite interpolation with two control points
Returns the inverse of the components of a Vec3
Performs a linear interpolation between two Vec3's
Get a vector like a
that point into the same general direction as b
,
i.e. where the dot product is > 0
Returns the maximum of two Vec3's
Returns the minimum of two Vec3's
Negates the components of a vec3
Get a vector that is similar to b
but orthogonal to a
Project point
onto plane
defined by normal
starting from origin
Project point
onto vector
starting from origin
Generates a random vector with the given scale
Math.round the components of a Vec3
Scales b, then adds a and b together
Scales b, then subtracts b from a
Performs a spline interpolation with two control points and a tension parameter
Transforms the Vec3 with a Mat3.
Transforms the Vec3 with a Mat4. 4th vector component is implicitly '1'
Like transformMat4
but with offsets into arrays
Transforms the Vec3 with a quat
Calculate normal for the triangle defined by a
, b
and c
Math.trunc the components of a Vec3
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Math.abs the components of a Vec3