Clamp a Vector
Clamp a 2D or 3D vector's magnitude to min/max bounds. Visualize original vs clamped vectors with interactive canvas and full calculations.
About
Clamping a vector restricts its magnitude āvā 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 āvā = 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 Lā 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.
Formulas
The magnitude (Euclidean norm) of a vector v = (x, y, z) is computed as:
The clamped magnitude is restricted to the interval:
The clamped vector preserves direction by scaling:
When āvā = 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; āvā = original Euclidean magnitude.
Reference Data
| Domain | Typical Vector | Common Clamp Range | Why Clamp |
|---|---|---|---|
| Game Physics - Velocity | Player velocity m/s | [0, 50] m/s | Prevent tunneling through colliders |
| Game Physics - Force | Applied impulse N | [0, 1000] N | Stability of physics solver |
| Robotics - Torque | Joint torque Nā m | [0.1, 5.0] Nā m | Protect servo motors from burnout |
| ML - Gradient Clipping | Gradient vector | [0, 1.0] | Prevent exploding gradients |
| Shaders - Color | RGB intensity | [0, 1] | HDR ā LDR tone mapping |
| Audio DSP | Sample amplitude vector | [0, 0.95] | Prevent digital clipping distortion |
| Navigation - GPS | Velocity vector km/h | [0, 130] km/h | Filter GPS noise spikes |
| Camera Control | Look direction | [0.01, 1] | Prevent degenerate zero-length look vector |
| Cloth Simulation | Spring displacement | [0, 0.5] m | Prevent mesh explosion |
| Drone Control | Thrust vector N | [2, 20] N | Stay within motor thrust envelope |
| Particle Systems | Emission velocity | [1, 10] m/s | Visual consistency |
| Electromagnetic Sim | E-field vector V/m | [0, 3Ć106] | Dielectric breakdown threshold |
| Wind Simulation | Wind velocity m/s | [0, 75] | Category 5 hurricane cap |
| Cursor/Pointer | Mouse delta px | [0, 100] px/frame | Smooth input, reject jitter |
| Fluid Dynamics (SPH) | Particle velocity | [0, 340] m/s | CFL condition compliance |