Vector2 - Verge3D User Manual - Soft8Soft
Description: Learn how to use Vector2 in your interactive 3D apps made with Verge3D

# Vector2

Class representing a 2D vector. A 2D vector is an ordered pair of numbers (labeled x and y), which can be used to represent a number of things, such as:

- A point in 2D space (i.e. a position on a plane).
- A direction and length across a plane. In Verge3D the length will always be the Euclidean distance (straight-line distance) from `(0, 0)` to `(x, y)` and the direction is also measured from `(0, 0)` towards `(x, y)`.
- Any arbitrary ordered pair of numbers.

Iterating through a Vector2 instance will yield its components `(x, y)` in the corresponding order.

## Code Example

`const a = new v3d.Vector2(0, 1); // no arguments, will be initialised to (0, 0) const b = new v3d.Vector2(); const d = a.distanceTo(b);`

## Constructor

### Vector2(x : Float, y : Float)

- x — the x value of this vector. Default is `0`.
- y — the y value of this vector. Default is `0`.

Creates a new Vector2.

## Properties

### # .height : Float

Alias for y.

### # .isVector2 : Boolean

Read-only flag to check if a given object is of type Vector2.

### # .width : Float

Alias for x.

### # .x : Float

### # .y : Float

## Methods

### # .add(v : Vector2) → this

Adds v to this vector.

### # .addScalar(s : Float) → this

Adds the scalar value s to this vector's x and y values.

### # .addScaledVector(v : Vector2, s : Float) → this

Adds the multiple of v and s to this vector.

### # .addVectors(a : Vector2, b : Vector2) → this

Sets this vector to a + b.

### # .angle() → Float

Computes the angle in radians of this vector with respect to the positive X-axis.

### # .applyMatrix3(m : Matrix3) → this

Multiplies this vector (with an implicit 1 as the 3rd component) by m.

### # .ceil() → this

The x and y components of this vector are rounded up to the nearest integer value.

### # .clamp(min : Vector2, max : Vector2) → this

- min — the minimum x and y values.
- max — the maximum x and y values.

If this vector's x or y value is greater than the `max` vector's x or y value, it is replaced by the corresponding value. If this vector's x or y value is less than the `min` vector's x or y value, it is replaced by the corresponding value.

### # .clampLength(min : Float, max : Float) → this

- min — the minimum value the length will be clamped to.
- max — the maximum value the length will be clamped to.

If this vector's length is greater than the max value, it is replaced by the max value. If this vector's length is less than the min value, it is replaced by the min value.

### # .clampScalar(min : Float, max : Float) → this

- min — the minimum value the components will be clamped to.
- max — the maximum value the components will be clamped to.

If this vector's x or y values are greater than the max value, they are replaced by the max value. If this vector's x or y values are less than the min value, they are replaced by the min value.

### # .clone() → Vector2

Returns a new Vector2 with the same x and y values as this one.

### # .copy(v : Vector2) → this

Copies the values of the passed Vector2's x and y properties to this Vector2.

### # .distanceTo(v : Vector2) → Float

Computes the distance from this vector to v.

### # .manhattanDistanceTo(v : Vector2) → Float

Computes the Manhattan distance from this vector to v.

### # .distanceToSquared(v : Vector2) → Float

Computes the squared distance from this vector to v. If you are just comparing the distance with another distance, you should compare the distance squared instead as it is slightly more efficient to calculate.

### # .divide(v : Vector2) → this

Divides this vector by v.

### # .divideScalar(s : Float) → this

Divides this vector by scalar s.

### # .dot(v : Vector2) → Float

Calculates the dot product of this vector and v.

### # .cross(v : Vector2) → Float

Calculates the cross product of this vector and v. Note that a 'cross-product' in 2D is not well-defined. This method computes a geometric cross-product often used in 2D graphics

### # .equals(v : Vector2) → Boolean

Returns `true` if the components of this vector and v are strictly equal; `false` otherwise.

### # .floor() → this

The components of this vector are rounded down to the nearest integer value.

### # .fromArray(array : Array, offset : Integer) → this

- array — the source array.
- offset — (optional) offset into the array. Default is `0`.

Sets this vector's x value to be `array[offset]` and y value to be `array[offset + 1]`.

### # .fromBufferAttribute(attribute : BufferAttribute, index : Integer) → this

- attribute — the source attribute.
- index — index in the attribute.

Sets this vector's x and y values from the attribute.

### # .getComponent(index : Integer) → Float

index — `0` or `1`.

If index equals 0 returns the x value. If index equals 1 returns the y value.

### # .length() → Float

Computes the Euclidean length (straight-line length) from `(0, 0)` to `(x, y)`.

### # .manhattanLength() → Float

Computes the Manhattan length of this vector.

### # .lengthSq() → Float

Computes the square of the Euclidean length (straight-line length) from `(0, 0)` to `(x, y)`. If you are comparing the lengths of vectors, you should compare the length squared instead as it is slightly more efficient to calculate.

### # .lerp(v : Vector2, alpha : Float) → this

- v — Vector2 to interpolate towards.
- alpha — interpolation factor, typically in the closed interval `[0, 1]`.

Linearly interpolates between this vector and v, where alpha is the percent distance along the line: `alpha = 0` will be this vector, and `alpha = 1` will be v.

### # .lerpVectors(v1 : Vector2, v2 : Vector2, alpha : Float) → this

- v1 — the starting Vector2.
- v2 — Vector2 to interpolate towards.
- alpha — interpolation factor, typically in the closed interval `[0, 1]`.

Sets this vector to be the vector linearly interpolated between v1 and v2 where alpha is the percent distance along the line connecting the two vectors: `alpha = 0` will be v1, and `alpha = 1` will be v2.

### # .negate() → this

Inverts this vector — i.e. sets `x = -x` and `y = -y`.

### # .normalize() → this

Converts this vector to a unit vector — that is, sets it equal to a vector with the same direction as this one, but length `1`.

### # .max(v : Vector2) → this

If this vector's x or y value is less than v's x or y value, replace that value with the corresponding max value.

### # .min(v : Vector2) → this

If this vector's x or y value is greater than v's x or y value, replace that value with the corresponding min value.

### # .multiply(v : Vector2) → this

Multiplies this vector by v.

### # .multiplyScalar(s : Float) → this

Multiplies this vector by scalar s.

### # .rotateAround(center : Vector2, angle : Float) → this

- center — the point around which to rotate.
- angle — the angle to rotate, in radians.

Rotates this vector around center by angle radians.

### # .round() → this

The components of this vector are rounded to the nearest integer value.

### # .roundToZero() → this

The components of this vector are rounded towards zero (up if negative, down if positive) to an integer value.

### # .set(x : Float, y : Float) → this

Sets the x and y components of this vector.

### # .setComponent(index : Integer, value : Float) → this

- index — `0` or `1`.
- value — component value.

If index equals 0, set x to value. If index equals 1, set y to value.

### # .setLength(l : Float) → this

Sets this vector to a vector with the same direction as this one, but length l.

### # .setScalar(scalar : Float) → this

Sets the x and y values of this vector both equal to scalar.

### # .setX(x : Float) → this

Replaces this vector's x value with x.

### # .setY(y : Float) → this

Replaces this vector's y value with y.

### # .sub(v : Vector2) → this

Subtracts v from this vector.

### # .subScalar(s : Float) → this

Subtracts s from this vector's x and y components.

### # .subVectors(a : Vector2, b : Vector2) → this

Sets this vector to a — b.

### # .toArray(array : Array, offset : Integer) → Array

- array — (optional) array to store this vector to. If this is not provided, a new array will be created.
- offset — (optional) optional offset into the array.

Returns an array [x, y], or copies x and y into the provided array.

### # .random() → this

Sets each component of this vector to a pseudo-random value between 0 and 1, excluding 1.

## Source

For more info on how to obtain the source code of this module see this page.