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Vector3

Vector3 class.

Properties​

x: number​

y: number​

z: number​

Functions​

IsValid​

Vector3:IsValid() → boolean

Returns whether this vector is not (0, 0, 0)


To2D​

Vector3:To2D() → Vector2

Returns a Vector2 (x =x, y =z).


To3D​

Vector3:To3D() → Vector3

Returns a Vector3 (x =x, y =y, z=z).


Copy​

Vector3:Copy() → Vector3

Returns a Vector3 (x =x, y =y, z=z).


FixHeight​

Vector3:FixHeight() → Vector3

Returns this ref Vector3 (x =x, y =GameMapHeight, z=z).


Project​

Vector3:Project() → Vector3

Performs WorldToScreen operation and returns a screen position as Vector3 where X and Y are 2D coordinates and Z can be used for on screen check.

tip

Z coordinate can be used to check if position is on screen: If Z > 0.01 - it is on screen.


ToCell​

Vector3:ToCell() → NavGridCell

Returns navGridCell(userdata).


Length​

Vector3:Length() → number

Returns vector length.


Length2​

Vector3:Length2() → number

Returns vector length square.


Distance​

Vector3:Distance( v2: Vector3 ) → number

ArgumentTypeDescription
v2Vector3Point2.

Returns distance from v to v2.


Distance2​

Vector3:Distance2( v2: Vector3 ) → number

ArgumentTypeDescription
v2Vector3Point2.

Returns distance square from v to v2.


Dot​

Vector3:Dot( v2: Vector3 ) → number

ArgumentTypeDescription
v2Vector3Point2.

Returns dot product result.


Cross​

Vector3:Cross( v2: Vector3 ) → Vector3

ArgumentTypeDescription
v2Vector3Point2.

Returns cross product result.


Normalize​

Vector3:Normalize() → void

Normalizes this vector


Normalized​

Vector3:Normalized() → Vector3

Returns a normalized Vector3 from this vector.


Extend​

Vector3:Extend(
  v: Vector3,
  distance: number
) → void

ArgumentTypeDescription
vVector3
distancenumber(float)

Extends this vector towards given vector.


Extended​

Vector3:Extended(
  v: Vector3,
  distance: number
) → Vector3

ArgumentTypeDescription
vVector3
distancenumber(float)

Returns extended vector towards given vector.


Shorten​

Vector3:Shorten(
  v: Vector3,
  distance: number
) → void

ArgumentTypeDescription
vVector3
distancenumber(float)

Shortens this vector towards given vector.


Shortened​

Vector3:Shortened(
  v: Vector3,
  distance: number
) → Vector3

ArgumentTypeDescription
vVector3
distancenumber(float)

Returns shortened vector towards given vector.


Lerp​

Vector3:Lerp(
  v2: Vector3,
  time: number - float
) → Vector3

ArgumentTypeDescription
v2Vector3Point2.
timenumber - floatTime.

Returns Linear interpolation. V1 + s (V2-V1)


IsInRange​

Vector3:IsInRange(
  v2: Vector3,
  range: number
) → boolean

ArgumentTypeDescription
v2Vector3Point 2
rangenumber(float)

Returns whether this vector is within certain range of other given Vector3.


Unpack​

Vector3:Unpack() → number, number, number

Returns two numbers x,y.z


ToCell​

Vector3:ToCell() → NavGridCell

Returns navGridCell(userdata).


RelativePos​

Vector3:RelativePos(
  v2: Vector3,
  distance: number - float
) → Vector3

ArgumentTypeDescription
v2Vector3Point2.
distancenumber - floatDistance to extended.

Returns relative position in direction from v to v2 as Vector3.


RelativeFlatPos​

Vector3:RelativeFlatPos(
  v2: Vector3,
  distance: number - float
) → Vector3

ArgumentTypeDescription
v2Vector3Point2.
distancenumber - floatDistance to extended.

Returns relative flat position in direction from v to v2 as Vector 2 with corrected height.


Randomize​

Vector3:Randomize() → Vector3

Randomizes vector a little.


Direction​

Vector3:Direction() → Vector3

Returns normalized direction vector.


Normal​

Vector3:Normal() → Vector3

Returns normal.


FlatDistance​

Vector3:FlatDistance( v2: Vector3 ) → number

ArgumentTypeDescription
v2Vector3Point2.

Returns flat distance from this to v2.


FlatDistanceToVec2​

Vector3:FlatDistanceToVec2( v2: Vector2 ) → number

ArgumentTypeDescription
v2Vector2Point2.

Returns flat distance from this to v2.


IsUnderEnemyTurret​

Vector3:IsUnderEnemyTurret() → boolean

Returns if vector3 is under enemy turret.


IsUnderAllyTurret​

Vector3:IsUnderAllyTurret() → boolean

Returns if vector3 is under ally turret.


CountAlliesInRange​

Vector3:CountAlliesInRange( range: number ) → number

ArgumentTypeDescription
rangenumberCheck range.

Returns if how many valid allies is in vector3 range(include me).


CountAllyLaneMinionsInRange​

Vector3:CountAllyLaneMinionsInRange( range: number ) → number

ArgumentTypeDescription
rangenumberCheck range.

Returns if how many valid ally minions is in vector3 range.


CountEnemyLaneMinionsInRange​

Vector3:CountEnemyLaneMinionsInRange( range: number ) → number

ArgumentTypeDescription
rangenumberCheck range.

Returns if how many valid enemy lane minions is in vector3 range.


CountEnemiesInRange​

Vector3:CountEnemiesInRange( range: number ) → number

ArgumentTypeDescription
rangenumberCheck range.

Returns if how many valid enemies is in vector3 range.


IsWall​

Vector3:IsWall( actorTeam: number - integer ) → boolean

ArgumentTypeDescription
actorTeamnumber - integerActor team to check special air wall (300 == ignore air wall)

Returns if this position is not passable.


IsWallDynamic​

Vector3:IsWallDynamic( teamFlag: number - integer ) → boolean

ArgumentTypeDescription
teamFlagnumber - integerUse AIBaseClient::GetNavConditionFlags(). Use 0 to ignore air walls.

Returns if this position is not passable through both static and dynamic obstacles.


IsGrass​

Vector3:IsGrass() → boolean

Returns if this position is grass.


IsWater​

Vector3:IsWater() → boolean

Returns if this position is water.


IsWallOfType​

Vector3:IsWallOfType(
  cellFlag: CellFlag,
  radius: number
) → boolean

ArgumentTypeDescription
cellFlagCellFlag
radiusnumber

Returns if this position has certain CellFlag. Can be used to check position near grass for example.


GetCircleCollisionPosition​

Vector3:GetCircleCollisionPosition(
  innerRadius: number,
  outerRadius: number,
  teamFlag: number - integer
) → Vector3

ArgumentTypeDescription
innerRadiusnumberInner radius
outerRadiusnumberOuter radius
teamFlagnumber - integerNavConditionFlag. Use 0 to ignore air walls.

Returns collision position with a circle.

Example: Check for Qiyana W if intersects water.
Game.localPlayer.position:GetCircleCollisionPosition(0,366,0):IsWater()