desired language:

desired language:

# Special types

## Vectors

Decentraland uses vectors to represent paths, points in space, and directions. Vectors can also be used to define rotation orientations, as a friendlier alternative to *quaternions*. `Vector2`

, `Vector3`

and `Vector4`

are each defined as different classes, containing a different number of dimensions.

Vector objects contain a series of handy methods that you can call to avoid having to deal with most vector math operations.

Below are a few lines showing the syntax for some basic operations with vectors.

```
// Instance a vector object
let myVector = new Vector3(3, 1, 5)
// Edit one of its values
myVector.x = 5
// Call functions from the vector instance
let normalizedVector = myVector.normalize()
// Call functions from the vector class
let distance = Vector3.distance(myVector1, myVector2)
let midPoint = Vector3.lerp(myVector1, myVector2, 0.5)
```

3D vectors are also included in the fields of several components. For example, the `Transform`

component contains `Vector3`

values for the *position* and *scale* of the entity.

#### Shortcuts for writing direction vectors

The following shortcuts exist for defining generic vectors:

`Vector3.Zero()`

returns*(0, 0, 0)*`Vector3.Up()`

returns*(0, 1, 0)*`Vector3.Down()`

returns*(0, -1, 0)*`Vector3.Left()`

returns*(-1, 0, 0)*`Vector3.Right()`

returns*(1, 0, 0)*`Vector3.Forward()`

returns*(0, 0, 1)*`Vector3.Back()`

returns*(0, 0, -1)*

## Scalars

A scalar is nothing more than a number. For that reason, it doesn’t make much sense to instantiate a `Scalar`

object to store data. The functions in the `Scalar`

class however exposes several handy functions (similar to those in *Vector* classes), that can be used on numbers.

```
// Call functions from the Scalar class
let random = Scalar.RandomRange(1, 100)
let midPoint = Scalar.lerp(number1, number2, 0.5)
let clampedValue = Scalar.Clamp(myInput, 0, 100)
```

## Quaternions

Quaternions are used to store rotation information for the Transform component. A Quaternion is composed of four numbers between -1 and 1: x, y, z, w.

```
// Instance a quaternion object
let myQuaternion = new Quaternion(0, 0, 0, 1)
// Edit one of its values
myQuaternion.x = 1
// Call functions from the quaternion instance
let quaternionAsArray = myQuaternion.asArray()
// Call functions from the quaternion class
let quaternionFromEuler = Quaternion.FromEulerAnglesRef(90, 0, 0)
let midPoint = Quaternion.Slerp(myQuaternion1, myQuaternion2, 0.5)
```