SVector Add (SVector other) SVector Add (float other)
Adds this Vector
SVector Scale (SVector other) SVector Scale (float other)
Multiplies this Vector
SVector Divide (SVector other) SVector Divide (float other)
Divides this Vector
float Distance (SVector other)
Returns the distance between this vector and other in meters
float SquareDistance (SVector other)
Returns the square of the distance between this vector and other in meters, considerably faster than distance()
bool InRange (SVector other, float range)
Returns if other is within range meters of this vector, inclusive
SVector Cross (SVector other)
Returns the cross product of this vector and other
SVector Lerp (SVector other, float t)
Linear interpolates between this and other based on factor t (0-1)
SVector Slerp (SVector other, float t)
Spherically linear interpolates between this and other based on factor t (0-1)
SVector MoveTowards (SVector other, float maxDistance)
Moves this vector closer to other by a maximum of maxDistance units
float Dot (SVector other)
Returns the dot product between this and other (note - normalise your vectors first!
bool Equals (SVector other)
Function Description
string ToString ()
Function Description
static SVector New (float x, float y, float z)
Initialises vector from three floats
static SVector operator+ (SVector a, SVector b) static SVector operator+ (SVector a, float b)
Function Description
static SVector operator- (SVector a, SVector b) static SVector operator- (SVector a, float b)
Function Description
static SVector operator* (SVector a, SVector b) static SVector operator* (SVector a, float b)
Function Description
static SVector operator/ (SVector a, SVector b) static SVector operator/ (SVector a, float b)
Function Description
float X get set
X axis (red axis)
float Y get set
Y axis (green axis)
float Z get set
Z axis (blue axis)
float Magnitude get
Returns the magnitude of this vector
SVector Normalised get
Returns the normalised version of this vector
static SVector Up get
Equivalent of new SVector(0,1,0)
static SVector Down get
Equivalent of new SVector(0,-1,0)
static SVector Left get
Equivalent of new SVector(-1,0,0)
static SVector Right get
Equivalent of new SVector(1,0,0)
static SVector Forward get
Equivalent of new SVector(0,0,1)
static SVector Back get
Equivalent of new SVector(0,0,-1)
static SVector Zero get
Equivalent of new SVector(0,0,0)
static SVector One get
Equivalent of new SVector(1,1,1)
static SVector MaxValue get
Contains the largest possible vector [3.402823E+38, 3.402823E+38, 3.402823E+38]
static SVector MinValue get
Contains the largest possible negative vector
string ()
Static Functions
static SVector (float x, float y, float z)
static SVector + (SVector a, SVector b) static SVector + (SVector a, float b)
static SVector - (SVector a, SVector b) static SVector - (SVector a, float b)
static SVector * (SVector a, SVector b) static SVector * (SVector a, float b)
static SVector / (SVector a, SVector b) static SVector / (SVector a, float b)
static SVector get
static SVector get
static SVector get
static SVector get
static SVector get
static SVector get
static SVector get
float Distance (SVector other)
float SquareDistance (SVector other)
bool InRange (SVector other, float range)
SVector Cross (SVector other)
SVector Lerp (SVector other, float t)
SVector Slerp (SVector other, float t)
SVector MoveTowards (SVector other, float maxDistance)
float Dot (SVector other)
float X get set
float Y get set
float Z get set
float Magnitude get
SVector Normalised get
Static Properties
static SVector Up get
static SVector Down get
bool (SVector other)
static SVector get
local vector = Vector.New(0, 10, 0);
local vectorOther = Vector.New(40, 50, 6);
Space.Log(vector.Add(vectorOther));
-- prints [40, 60, 6]
Space.Log(vector + vectorOther);
-- prints [40, 60, 6]local vectorB = Vector.New(0, 10, 0);
Space.Log(vectorB.Add(5));
-- prints [5, 15, 5]local vector = Vector.New(0, 10, 0);
local vectorOther = Vector.New(2, 5, 4);
Space.Log(vector.Scale(vectorOther));
-- prints [0, 50, 0]
Space.Log(vector * vectorOther);
-- prints [0, 50, 0]local vector = Vector.New(0, 10, 0);
Space.Log(vector.Scale(5));
-- prints [0, 50, 0]
Space.Log(vector * 5);
-- prints [0, 50, 0]local vector = Vector.New(10, 10, 10);
local vectorOther = Vector.New(2, 2, 2);
Space.Log(vector.Divide(vectorOther));
-- prints [5, 5, 5]
Space.Log(vector / vectorOther);
-- prints [5, 5, 5]local vector = Vector.New(10, 10, 10);
Space.Log(vector.Divide(2));
-- prints [5, 5, 5]
Space.Log(vector / 2);
-- prints [5, 5, 5]local vector = Vector.New(3, 3, 3.5);
local vectorOther = Vector.New(2, 2, 2);
Space.Log(vector.Distance(vectorOther));
-- prints 2.06155276298523--the below script will change the objects color to green if you are near the object
--and change color to red if you are far from the object
thisGameObject = Space.Host.ExecutingObject
function OnUpdate()
positionAvatar = Space.Scene.PlayerAvatar.GameObject.WorldPosition
positionObject = thisGameObject.WorldPosition
if positionAvatar.Distance(positionObject) < 5 then
thisGameObject.Renderer.Material.SetColor("_Color",0,1,0,1)
else
thisGameObject.Renderer.Material.SetColor("_Color",1,0,0,1)
end
end
thisGameObject.OnUpdate(OnUpdate)local vector = Vector.New(3, 3, 3.5);
local vectorOther = Vector.New(2, 2, 2);
Space.Log(vector.SquareDistance(vectorOther));
-- prints 4.25--the below script will change the objects color to green if you are near the object
--and change color to red if you are far from the object
thisGameObject = Space.Host.ExecutingObject
function OnUpdate()
positionAvatar = Space.Scene.PlayerAvatar.GameObject.WorldPosition
positionObject = thisGameObject.WorldPosition
if positionAvatar.SquareDistance(positionObject) < 25 then
thisGameObject.Renderer.Material.SetColor("_Color",0,1,0,1)
else
thisGameObject.Renderer.Material.SetColor("_Color",1,0,0,1)
end
end
thisGameObject.OnUpdate(OnUpdate)local vector = Vector.New(370, 30, 0);
local vectorOther = Vector.New(372, 30, 0);
Space.Log(vector.InRange(vectorOther, 2.0));
-- prints True
local vector2 = Vector.New(80, 30, 20);
local vectorOther2 = Vector.New(1, 15, 25);
Space.Log(vector2.InRange(vectorOther2, 1.0));
-- prints False--the below script will change the objects color to green if you are near the object
--and change color to red if you are far from the object
--(example: motion sensor lights)
thisGameObject = Space.Host.ExecutingObject
function OnUpdate()
positionAvatar = Space.Scene.PlayerAvatar.GameObject.WorldPosition
positionObject = thisGameObject.WorldPosition
if positionAvatar.InRange(positionObject, 5.0) then
thisGameObject.Renderer.Material.SetColor("_Color",0,1,0,1)
else
thisGameObject.Renderer.Material.SetColor("_Color",1,0,0,1)
end
end
thisGameObject.SubscribeToEvents()
thisGameObject.OnUpdate(OnUpdate)local vector = Vector.New(0, 1, 0);
local vectorOther = Vector.New(1, 0, 0);
Space.Log(vector.Cross(vectorOther));
-- prints [0, 0, -1]lerpVector = currentVector.Lerp(targetVector, 0.5)-- Lua Translation of Unity C# Documentation
--[["StartMarker" and "EndMaker" are game objects set up as endpoints.
These objects are attached to the script in the Object Reference section.
The name fields in that section should match these names for the example. --]]
local startMarker = Space.Host.GetReference("StartMarker");
local endMarker = Space.Host.GetReference("EndMarker");
local ball = Space.Host.ExecutingObject;
local speed = 1.0;
local startTime;
local journeyLength;
ball.SubscribeToEvents();
local onStartMethod = function()
startTime = Space.Time;
journeyLength = startMarker.LocalPosition.Distance(endMarker.LocalPosition);
end
-- This ball object will move from the start endpoint object to the end endpoint.
local moveBall = function()
local distCovered = (Space.Time - startTime) * speed;
local fracJourney = distCovered / journeyLength;
ball.LocalPosition = startMarker.LocalPosition.Lerp(endMarker.LocalPosition, fracJourney);
end
ball.OnStart(onStartMethod);
ball.OnUpdate(moveBall);slerpVector = currentVector.Slerp(targetVector, 0.5)-- Lua Translation of Unity C# Documentation
--[["Sunrise" and "Sunset" are game objects set up as endpoints.
These objects are attached to the script in the Object Reference section.
The name fields in that section should match these names for the example. --]]
local sunrise = Space.Host.GetReference("Sunrise");
local sunset = Space.Host.GetReference("Sunset");
local ball = Space.Host.ExecutingObject;
local startTime;
local journeyTime = 1.0;
ball.SubscribeToEvents();
local onStartMethod = function()
startTime = Space.Time;
end
-- This ball object will move from the start endpoint object to the end endpoint.
local moveBall = function()
local center = (sunrise.LocalPosition + sunset.LocalPosition) * 0.5;
center = center - Vector.Up;
local riseRelCenter = sunrise.LocalPosition - center;
local setRelCenter = sunset.LocalPosition - center;
local fracComplete = (Space.Time - startTime) / journeyTime;
ball.LocalPosition = riseRelCenter.Slerp(setRelCenter, fracComplete);
ball.LocalPosition = ball.LocalPosition + center;
end
ball.OnStart(onStartMethod);
ball.OnUpdate(moveBall);newVector = currentVector.MoveTowards(targetVector)-- Lua Translation of Unity C# Documentation
--[["Target" is a game object set up as a target position.
This object is attached to the script in the Object Reference section.
The name field in that section should match this name for the example. --]]
local target = Space.Host.GetReference("Target");
local ball = Space.Host.ExecutingObject;
local speed = 1.0;Vecto
local onStartMethod = function()
startTime = Space.Time;
end
-- This ball object will move towards the target. Negative values for
-- the maxDistance parameter will push the ball away from the target.
local moveBall = function()
local step = speed * Space.DeltaTime;
ball.LocalPosition = ball.LocalPosition.MoveTowards(target.LocalPosition, step);
end
ball.OnStart(onStartMethod);
ball.OnUpdate(moveBall);
-- NOTE: If you use MoveTowards, the movement will not overshoot the target.local vectorA = Vector.New(0, 1, 0);
local vectorOtherA = Vector.New(1, 0, 0);
Space.Log(vectorA.Dot(vectorOtherA));
-- prints 0
local vectorB = Vector.New(0, 1, 0);
local vectorOtherB = Vector.New(0, 1, 0);
Space.Log(vectorB.Dot(vectorOtherB));
-- prints 1
local vectorC = Vector.New(0, 1, 0);
local vectorOtherC = Vector.New(0, -1, 0);
Space.Log(vectorC.Dot(vectorOtherC));
-- prints -1isEqual = Vector.Up.Equals( Vector.New(0,1,0) )stringVector = Vector.New(0,0,0).ToString()newVector = Vector.New(0, 1, 0)example 1example 1example 1example 1newVect = Vector.New(0,0,0)
newVect.X = 5.0local obj = Space.Host.ExecutingObject;
local originalPos = obj.LocalPosition;
obj.SubscribeToEvents();
local onStartMethod = function()
Space.Log(originalPos.x);
-- prints the X axis position of this object as a float
originalPos.x = 100.0;
-- assigns 100.0 value to the X axis position of this object
obj.LocalPosition = originalPos;
-- sets the the new position
end
obj.OnStart(onStartMethod);newVect = Vector.New(0,0,0)
newVect.Y = 5.0local obj = Space.Host.ExecutingObject;
local originalPos = obj.LocalPosition;
obj.SubscribeToEvents();
local onStartMethod = function()
Space.Log(originalPos.y);
-- prints the Y axis position of this object as a float
originalPos.y = 100.0;
-- assigns 100.0 value to the Y axis position of this object
obj.LocalPosition = originalPos;
-- sets the the new position
end
obj.OnStart(onStartMethod);newVect = Vector.New(0,0,0)
newVect.Z = 5.0local obj = Space.Host.ExecutingObject
local originalPos = obj.LocalPosition
local onStartMethod = function()
Space.Log(originalPos.z)
-- prints the Z axis position of this object as a float
originalPos.z = 100.0
-- assigns 100.0 value to the Z axis position of this object
obj.LocalPosition = originalPos
-- sets the the new position
end
obj.OnStart(onStartMethod)vector = Vector.New(1.0, 5.0, 0.0)
vectorMagnitude = vector.Magnitudevector = Vector.New(0.0, 10.0, 0.0)
vectorNormalised = vector.Normalisedup = Vector.Up--this script will make clicking this object move 2 units up on the world Y axis
thisObject = Space.Host.ExecutingObject
OnClick = function()
thisObject.WorldPosition = thisObject.WorldPosition + (Vector.Up * 2)
end
thisObject.AddClickable()
thisObject.Clickable.OnClick(OnClick)down = Vector.Down--this script will make clicking this object move 2 units down on the world Y axis
thisObject = Space.Host.ExecutingObject
OnClick = function()
thisObject.WorldPosition = thisObject.WorldPosition + (Vector.Down * 2)
end
thisObject.AddClickable()
thisObject.Clickable.OnClick(OnClick)left = Vector.Left--this script will make clicking this object move 2 units left on the world X axis
thisObject = Space.Host.ExecutingObject
OnClick = function()
thisObject.WorldPosition = thisObject.WorldPosition + (Vector.Left * 2)
end
thisObject.AddClickable()
thisObject.Clickable.OnClick(OnClick)right = Vector.Right--this script will make clicking this object move 2 units right on the world X axis
thisObject = Space.Host.ExecutingObject
OnClick = function()
thisObject.WorldPosition = thisObject.WorldPosition + (Vector.Right * 2)
end
thisObject.AddClickable()
thisObject.Clickable.OnClick(OnClick)forward = Vector.Forward--this script will make clicking this object move 2 units Forward on the world Z axis
thisObject = Space.Host.ExecutingObject
OnClick = function()
thisObject.WorldPosition = thisObject.WorldPosition + (Vector.Forward * 2)
end
thisObject.AddClickable()
thisObject.Clickable.OnClick(OnClick)back = Vector.Back--this script will make clicking this object move 2 units Back on the world Z axis
thisObject = Space.Host.ExecutingObject
OnClick = function()
thisObject.WorldPosition = thisObject.WorldPosition + (Vector.Back * 2)
end
thisObject.AddClickable()
thisObject.Clickable.OnClick(OnClick)vectorZero = Vector.Zero--clicking this object move it to the center of the region <0,0,0>
thisObject = Space.Host.ExecutingObject
OnClick = function()
thisObject.WorldPosition = Vector.Zero
end
thisObject.AddClickable()
thisObject.Clickable.OnClick(OnClick)vectorOne = Vector.One--clicking this object move it to the <1,1,1> coordinates of the region.
thisObject = Space.Host.ExecutingObject
OnClick = function()
thisObject.WorldPosition = Vector.One
end
thisObject.AddClickable()
thisObject.Clickable.OnClick(OnClick)vectorMaxValue = Vector.MaxValuevectorMinValue = Vector.MinValue