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Original Clamped Bounds
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About

Clamping a vector restricts its magnitude ‖v‖ to a defined interval [min, max] while preserving its direction. This operation appears constantly in game physics (limiting velocity), robotics (constraining actuator forces), shader programming (bounding color intensities), and AI gradient descent (gradient clipping prevents exploding gradients). Getting it wrong causes subtle bugs: an unclamped velocity vector lets objects tunnel through walls; an unclamped force vector damages servo motors. The zero-vector edge case is critical. When ‖v‖ = 0 and min > 0, no unit direction exists, so the result must remain the zero vector. This tool computes exact clamped components for 2D and 3D vectors and renders both vectors on a live canvas.

The tool assumes Euclidean (L2) norm. It does not apply to L1 or Lāˆž norms. Component-wise clamping is a different operation entirely. If you need per-axis clamping, apply clamp to each component independently. Pro tip: in real-time simulations, clamp before integration to avoid a single oversized timestep introducing instability.

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Formulas

The magnitude (Euclidean norm) of a vector v = (x, y, z) is computed as:

‖v‖ = √x2 + y2 + z2

The clamped magnitude is restricted to the interval:

m = clamp(‖v‖, min, max) =
{
min if ‖v‖ < minmax if ‖v‖ > max‖v‖ otherwise

The clamped vector preserves direction by scaling:

vclamped = v ā‹… m‖v‖

When ‖v‖ = 0, division is undefined. The result is the zero vector 0 regardless of bounds.

Where: x, y, z = vector components; min = minimum allowed magnitude; max = maximum allowed magnitude; m = clamped magnitude; ‖v‖ = original Euclidean magnitude.

Reference Data

DomainTypical VectorCommon Clamp RangeWhy Clamp
Game Physics - VelocityPlayer velocity m/s[0, 50] m/sPrevent tunneling through colliders
Game Physics - ForceApplied impulse N[0, 1000] NStability of physics solver
Robotics - TorqueJoint torque Nā‹…m[0.1, 5.0] Nā‹…mProtect servo motors from burnout
ML - Gradient ClippingGradient vector[0, 1.0]Prevent exploding gradients
Shaders - ColorRGB intensity[0, 1]HDR → LDR tone mapping
Audio DSPSample amplitude vector[0, 0.95]Prevent digital clipping distortion
Navigation - GPSVelocity vector km/h[0, 130] km/hFilter GPS noise spikes
Camera ControlLook direction[0.01, 1]Prevent degenerate zero-length look vector
Cloth SimulationSpring displacement[0, 0.5] mPrevent mesh explosion
Drone ControlThrust vector N[2, 20] NStay within motor thrust envelope
Particle SystemsEmission velocity[1, 10] m/sVisual consistency
Electromagnetic SimE-field vector V/m[0, 3Ɨ106]Dielectric breakdown threshold
Wind SimulationWind velocity m/s[0, 75]Category 5 hurricane cap
Cursor/PointerMouse delta px[0, 100] px/frameSmooth input, reject jitter
Fluid Dynamics (SPH)Particle velocity[0, 340] m/sCFL condition compliance

Frequently Asked Questions

A zero vector has no direction. You cannot scale a zero-length vector to any non-zero magnitude because the unit vector is undefined (division by zero). The tool returns the zero vector and flags this edge case. In practice, you should handle this upstream by assigning a default direction before clamping.
Vector clamping restricts the overall magnitude ‖v‖ while preserving direction. Component-wise clamping applies clamp independently to each axis (x, y, z), which changes the direction. For a vector (3, 4) clamped component-wise to [0, 2], you get (2, 2) - a completely different angle. Magnitude clamping yields (1.2, 1.6) if max = 2, preserving the original 53.13° heading.
No. The tool validates that min ≤ max. If min exceeds max, the clamp interval is degenerate and mathematically ambiguous. The tool shows an error and does not compute. Fix the bounds before proceeding.
No. This tool uses the Euclidean (L2) norm exclusively: ‖v‖2 = āˆšāˆ‘xi2. L1 norm (Manhattan) and Lāˆž norm (Chebyshev) require different scaling logic. For Lāˆž, you would clamp based on the maximum absolute component, not the quadratic sum.
The clamping formula multiplies the original vector by the scalar ratio m‖v‖. Since this is a positive scalar multiplication, it scales all components uniformly, preserving the angle. The unit direction vector v‖v‖ remains identical.
During backpropagation, gradient vectors can grow exponentially (exploding gradients). Gradient clipping applies magnitude clamping with max typically set to 1.0 or 5.0. If ‖g‖ > max, the gradient is rescaled to g ā‹… max‖g‖. This preserves the descent direction while bounding the step size.