The Vector struct represents a threecomponent mathematical vector or point such as a direction or position in threedimensional space. More...
Public Member Functions  
float  angleTo (Vector other) 
The angle between this vector and the specified vector in radians. More...  
Vector  cross (Vector other) 
The cross product of this vector and the specified vector. More...  
float  distanceTo (Vector other) 
The distance between the point represented by this Vector object and a point represented by the specified Vector object. More...  
Vector  divide (float scalar) 
Divide vector by a scalar. More...  
float  dot (Vector other) 
The dot product of this vector with another vector. More...  
boolean  equals (Vector other) 
Compare Vector equality componentwise. More...  
float  get (long index) 
Index vector components numerically. More...  
float  getX () 
The horizontal component. More...  
float  getY () 
The vertical component. More...  
float  getZ () 
The depth component. More...  
boolean  isValid () 
Returns true if all of the vector's components are finite. More...  
float  magnitude () 
The magnitude, or length, of this vector. More...  
float  magnitudeSquared () 
The square of the magnitude, or length, of this vector. More...  
Vector  minus (Vector other) 
Subtract vectors componentwise. More...  
Vector  normalized () 
A normalized copy of this vector. More...  
Vector  opposite () 
A copy of this vector pointing in the opposite direction. More...  
float  pitch () 
The pitch angle in radians. More...  
Vector  plus (Vector other) 
Add vectors componentwise. More...  
float  roll () 
The roll angle in radians. More...  
void  setX (float value) 
The horizontal component. More...  
void  setY (float value) 
The vertical component. More...  
void  setZ (float value) 
The depth component. More...  
Vector  times (float scalar) 
Multiply vector by a scalar. More...  
String  toString () 
Returns a string containing this vector in a human readable format: (x, y, z). More...  
Vector ()  
Creates a new Vector with all components set to zero. More...  
Vector (float _x, float _y, float _z)  
Creates a new Vector with the specified component values. More...  
Vector (Vector vector)  
Copies the specified Vector. More...  
float  yaw () 
The yaw angle in radians. More...  
Static Public Member Functions  
static Vector  backward () 
The unit vector pointing backward along the positive zaxis: (0, 0, 1) More...  
static Vector  down () 
The unit vector pointing down along the negative yaxis: (0, 1, 0) More...  
static Vector  forward () 
The unit vector pointing forward along the negative zaxis: (0, 0, 1) More...  
static Vector  left () 
The unit vector pointing left along the negative xaxis: (1, 0, 0) More...  
static Vector  right () 
The unit vector pointing right along the positive xaxis: (1, 0, 0) More...  
static Vector  up () 
The unit vector pointing up along the positive yaxis: (0, 1, 0) More...  
static Vector  xAxis () 
The xaxis unit vector: (1, 0, 0) More...  
static Vector  yAxis () 
The yaxis unit vector: (0, 1, 0) More...  
static Vector  zAxis () 
The zaxis unit vector: (0, 0, 1) More...  
static Vector  zero () 
The zero vector: (0, 0, 0) More...  
The Vector struct represents a threecomponent mathematical vector or point such as a direction or position in threedimensional space.
The Leap Motion software employs a righthanded Cartesian coordinate system. Values given are in units of realworld millimeters. The origin is centered at the center of the Leap Motion Controller. The x and zaxes lie in the horizontal plane, with the xaxis running parallel to the long edge of the device. The yaxis is vertical, with positive values increasing upwards (in contrast to the downward orientation of most computer graphics coordinate systems). The zaxis has positive values increasing away from the computer screen.
Vector  (  float  _x, 
float  _y,  
float  _z  
) 
float angleTo  (  Vector  other  ) 
The angle between this vector and the specified vector in radians.
The angle is measured in the plane formed by the two vectors. The angle returned is always the smaller of the two conjugate angles. Thus A.angleTo(B) == B.angleTo(A)
and is always a positive value less than or equal to pi radians (180 degrees).
If either vector has zero length, then this function returns zero.
other  A Vector object. 

static 
The cross product of this vector and the specified vector.
The cross product is a vector orthogonal to both original vectors. It has a magnitude equal to the area of a parallelogram having the two vectors as sides. The direction of the returned vector is determined by the righthand rule. Thus A.cross(B) == B.cross(A).
other  A Vector object. 
float distanceTo  (  Vector  other  ) 
Vector divide  (  float  scalar  ) 
float dot  (  Vector  other  ) 
The dot product of this vector with another vector.
The dot product is the magnitude of the projection of this vector onto the specified vector.
other  A Vector object. 

static 
boolean equals  (  Vector  other  ) 
Compare Vector equality componentwise.

static 
float get  (  long  index  ) 
Index vector components numerically.
Index 0 is x, index 1 is y, and index 2 is z.
float getX  (  ) 
The horizontal component.
float getY  (  ) 
The vertical component.
float getZ  (  ) 
The depth component.
boolean isValid  (  ) 
Returns true if all of the vector's components are finite.
If any component is NaN or infinite, then this returns false.

static 
float magnitude  (  ) 
The magnitude, or length, of this vector.
The magnitude is the L2 norm, or Euclidean distance between the origin and the point represented by the (x, y, z) components of this Vector object.
float magnitudeSquared  (  ) 
The square of the magnitude, or length, of this vector.
Vector normalized  (  ) 
Vector opposite  (  ) 
float pitch  (  ) 
The pitch angle in radians.
Pitch is the angle between the negative zaxis and the projection of the vector onto the yz plane. In other words, pitch represents rotation around the xaxis. If the vector points upward, the returned angle is between 0 and pi radians (180 degrees); if it points downward, the angle is between 0 and pi radians.

static 
float roll  (  ) 
The roll angle in radians.
Roll is the angle between the yaxis and the projection of the vector onto the xy plane. In other words, roll represents rotation around the zaxis. If the vector points to the left of the yaxis, then the returned angle is between 0 and pi radians (180 degrees); if it points to the right, the angle is between 0 and pi radians.
Use this function to get roll angle of the plane to which this vector is a normal. For example, if this vector represents the normal to the palm, then this function returns the tilt or roll of the palm plane compared to the horizontal (xz) plane.
void setX  (  float  value  ) 
The horizontal component.
void setY  (  float  value  ) 
The vertical component.
void setZ  (  float  value  ) 
The depth component.
Vector times  (  float  scalar  ) 
String toString  (  ) 
Returns a string containing this vector in a human readable format: (x, y, z).

static 

static 
float yaw  (  ) 
The yaw angle in radians.
Yaw is the angle between the negative zaxis and the projection of the vector onto the xz plane. In other words, yaw represents rotation around the yaxis. If the vector points to the right of the negative zaxis, then the returned angle is between 0 and pi radians (180 degrees); if it points to the left, the angle is between 0 and pi radians.

static 

static 