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	<id>https://mygamingtalk.com/wiki/index.php?action=history&amp;feed=atom&amp;title=Vector3</id>
	<title>Vector3 - Revision history</title>
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	<updated>2026-05-05T17:21:42Z</updated>
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		<id>https://mygamingtalk.com/wiki/index.php?title=Vector3&amp;diff=1535&amp;oldid=prev</id>
		<title>Palota: 1 revision imported</title>
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		<updated>2023-02-13T07:02:36Z</updated>

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				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 07:02, 13 February 2023&lt;/td&gt;
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		<author><name>Palota</name></author>
	</entry>
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		<title>Palota: 1 revision imported</title>
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		<updated>2021-07-13T19:07:16Z</updated>

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&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{process header&lt;br /&gt;
 | title    = Vector3 Functions&lt;br /&gt;
 | section  =&lt;br /&gt;
 | previous = [[Omni-bot_Script_Reference | Script Reference]]&lt;br /&gt;
 | next     = &lt;br /&gt;
 | shortcut =&lt;br /&gt;
 | notes    =&lt;br /&gt;
}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
Vector3 is a basic math type that is made up of 3 real numbers typically used to represent positions, velocities, and directions. As of 0.65, Vector3 objects in scripting have gotten a significant optimization to eliminate their previous need to allocate memory that would then need garbage collected. As a result, scripts that use them heavily, especially in mathematical operations, should not trigger garbage collection cycles, and should also run a bit faster.&lt;br /&gt;
&lt;br /&gt;
==Vector3 Methods==&lt;br /&gt;
&lt;br /&gt;
====Concave====&lt;br /&gt;
b = v.Concave(v1,v2);&lt;br /&gt;
====CrossProduct====&lt;br /&gt;
v2 = v.CrossProduct(v1); // result is perpendicular to v and v1&lt;br /&gt;
====Distance====&lt;br /&gt;
f = v.Distance(v1);&lt;br /&gt;
====Distance2====&lt;br /&gt;
f = v.Distance2(v1); // squared distance&lt;br /&gt;
====DistanceXY====&lt;br /&gt;
f = v.DistanceXY(v1); // squared 2D distance&lt;br /&gt;
&lt;br /&gt;
====DotProduct====&lt;br /&gt;
f = v.DotProduct(v1); // v.x * v1.x + v.y * v1.y + v.z * v1.z&lt;br /&gt;
====GetPitch====&lt;br /&gt;
f = v.GetPitch(); // asin(v.z)&lt;br /&gt;
====GetYaw====&lt;br /&gt;
f = v.GetYaw(); // -atan2(-v.x, v.y)&lt;br /&gt;
====IsZero====&lt;br /&gt;
b = v.IsZero();&lt;br /&gt;
====Length====&lt;br /&gt;
f = v.Length();&lt;br /&gt;
====Length2====&lt;br /&gt;
f = v.Length2(); // squared length&lt;br /&gt;
====Normalize====&lt;br /&gt;
v2 = v.Normalize();&lt;br /&gt;
====Reflection====&lt;br /&gt;
v2 = v.Reflection(v1);&lt;br /&gt;
====Set, SetXYZ====&lt;br /&gt;
v2 = v.Set(x,y,z);&lt;br /&gt;
&lt;br /&gt;
==Vector3 Functions==&lt;br /&gt;
&lt;br /&gt;
====Vec3, Vector3====&lt;br /&gt;
v = Vec3(x,y,z);&lt;br /&gt;
====Vec2, Vector2====&lt;br /&gt;
v = Vec2(x,y);&lt;br /&gt;
====AngleAxis====&lt;br /&gt;
v = AngleAxis(fAngleDEG,vAxis);&lt;br /&gt;
====Area====&lt;br /&gt;
f = Area(v1,v2,v3);&lt;br /&gt;
====ComputeNormal====&lt;br /&gt;
v = ComputeNormal(vA,vB,vC);&lt;br /&gt;
====Cross, CrossProduct====&lt;br /&gt;
v = CrossProduct(v1,v2);&lt;br /&gt;
====DotProduct====&lt;br /&gt;
f = DotProduct(v1,v2);&lt;br /&gt;
====Lerp====&lt;br /&gt;
v = Lerp(v1,v2,fSlerp);&lt;br /&gt;
====NearestPointInLine====&lt;br /&gt;
v = NearestPointInLine(vPt,v1,v2);&lt;br /&gt;
====NearestPointInLineSegment====&lt;br /&gt;
v = NearestPointInLineSegment(vPt,v1,v2);&lt;br /&gt;
====NearestPointInPlane====&lt;br /&gt;
v = NearestPointInPlane(vPt,v1,v2,v3);&lt;br /&gt;
&lt;br /&gt;
v = NearestPointInPlane(vPt,v0,vNormal);&lt;br /&gt;
====PointInTriangle====&lt;br /&gt;
v = PointInTriangle(vPt,v1,v2,v3);&lt;br /&gt;
====Reflection====&lt;br /&gt;
v = Reflection(v1,v2);&lt;br /&gt;
====Vec3FromSpherical====&lt;br /&gt;
v = Vec3FromSpherical(fHeading,fPitch,fRadius);&lt;/div&gt;</summary>
		<author><name>Palota</name></author>
	</entry>
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