@rawify/vector3
v0.1.0
Published
Three-dimensional vector arithmetic, cross products, projection, refraction, rotations, and affine transforms
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Vector3.js
Vector3.js is published as @rawify/vector3. It provides three-dimensional vector arithmetic, cross products, projection, reflection, refraction, axis rotations, affine matrix transforms, and interpolation.
Use it for standalone 3D geometry, simulation, and coordinate calculations that operate on {x, y, z} values. Use the vector type supplied by an existing renderer or physics engine when integration with that engine's matrices and allocation model is the primary concern.
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
You can install Vector3.js via npm:
npm install @rawify/vector3Or with yarn:
yarn add @rawify/vector3Alternatively, download or clone the repository:
git clone https://github.com/rawify/Vector3.jsUsage
CommonJS
ES modules
Standalone browser script
Native browser module
The package has no runtime dependencies and supports Node.js 20 or newer. For
backward API compatibility, both Vector3(1, 2, 3) and
new Vector3(1, 2, 3) create instances. CommonJS consumers can use the direct
export as well as its .default and .Vector3 aliases. These compatibility
paths are covered by the test suite and are part of the supported API.
Recipes
Build an orthogonal axis with a cross product
The operand order controls the direction according to the right-hand rule.
import Vector3 from '@rawify/vector3';
const xAxis = new Vector3(1, 0, 0);
const yAxis = new Vector3(0, 1, 0);
console.log(xAxis.cross(yAxis).toArray()); // [0, 0, 1]
console.log(yAxis.cross(xAxis).toArray()); // [0, 0, -1]Parallel vectors produce the zero vector. Normalizing that result returns the same zero-vector instance rather than throwing.
Split a vector relative to an axis
Projection and rejection provide the parallel and perpendicular components.
import Vector3 from '@rawify/vector3';
const vector = new Vector3(3, 4, 5);
const zAxis = new Vector3(0, 0, 1);
console.log(vector.projectTo(zAxis).toArray()); // [0, 0, 5]
console.log(vector.rejectFrom(zAxis).toArray()); // [3, 4, 0]The axis must be non-zero. Projection, rejection, reflection, and scaleAlongAxis() divide by its squared length.
Apply an affine 4x4 matrix
applyMatrix() accepts a nested row-major 3x3 or affine 4x4 array and applies the optional fourth-column translation.
import Vector3 from '@rawify/vector3';
const translated = new Vector3(1, 2, 3).applyMatrix([
[1, 0, 0, 10],
[0, 1, 0, 20],
[0, 0, 1, 30]
]);
console.log(translated.toArray()); // [11, 22, 33]Perspective division is not performed. Ordinary arithmetic and transform methods return new vectors; set() and methods ending in $ mutate the receiver.
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 = new Vector3(1, 2, 3);
let v2 = new Vector3(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); // 32cross(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 using vector projection.
let result = v1.projectTo(v2); // Projection of v1 onto v2rejectFrom(v)
Finds the orthogonal vector rejection of the current vector from the vector v.
reflect(v)
Determines the vector reflection of the current vector across the vector n.
refract(n, eta)
Determines the vector refraction of the current unit vector across a surface with unit normal n, using the index ratio η = ηin / ηout (like from air η_in=1.0 to water η_out=1.33).
let n = new Vector3(0, 1, 0); // Surface normal pointing up
let eta = 1.0 / 1.33; // Air to glass
let result = v1.refract(n, eta); // Refraction of v1 across nReturns a new unit vector representing the refracted direction, or null if total internal reflection occurs.
norm()
Returns the magnitude or length (Euclidean norm) of the current vector.
let result = v1.norm(); // 3.741norm2()
Returns the squared magnitude or length (norm squared) of the current vector.
let result = v1.norm2(); // 14normalize()
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); // 5.196set(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}rotateX(angle)
Rotates the vector around the X-axis by the given angle (in radians):
let v = new Vector3(1, 2, 3);
v.rotateX(Math.PI / 2); // Rotates v 90° around the X-axisrotateY(angle)
Rotates the vector around the Y-axis by the given angle (in radians):
let v = new Vector3(1, 2, 3);
v.rotateY(Math.PI / 2); // Rotates v 90° around the Y-axisrotateZ(angle)
Rotates the vector around the Z-axis by the given angle (in radians):
let v = new Vector3(1, 2, 3);
v.rotateZ(Math.PI / 2); // Rotates v 90° around the Z-axisapplyMatrix(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 transformationIf you need to make more CSS related matrix transforms, have a look at UnifiedTransform.js.
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 result1 = v1.apply(Math.min, v2); // Determines the minimum of v1 and v2 on each component
let result2 = v1.apply(Math.max, v2); // Determines the maximum of v1 and v2 on each component
let result3 = v1.apply(Math.round); // Rounds the components of the vector
let result4 = v1.apply(Math.floor); // Floors the components of the vector
let result4 = v1.apply(x => Math.min(upper, Math.max(lower, x))); // Clamps the component to the interval [lower, upper]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 v1equals(v)
Checks if the current vector is equal to the vector v.
let result = v1.equals(v2); // falseisUnit()
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 R³.
Building the library
The implementation is written in strict TypeScript. The build emits CommonJS, ES modules, a standalone browser bundle, source maps, and format-specific type declarations without modifying source or documentation files.
After cloning the Git repository, run:
npm install
npm run buildRun a test
Testing the source against the shipped test suite is as easy as
npm run testCopyright and Licensing
Copyright (c) 2025, Robert Eisele Licensed under the MIT license.
