---
title: "Vector Nodes in Tools"
description: "Learn how Vector Nodes help you manipulate geometry, perform vector math, and build smarter parametric logic."
url: https://help.beegraphy.com/en/articles/78-vector-nodes-in-tools
collection: "Editor Tools & Node Guide"
updated: 2025-12-08
language: en
---

# Vector Nodes in Tools

Learn how Vector Nodes help you manipulate geometry, perform vector math, and build smarter parametric logic.

Vector Nodes give you the building blocks to work with direction, position, and orientation inside your parametric model. From constructing points, measuring distances, analyzing relationships, defining planes, and performing vector math. These nodes help you control the geometry in 2D and 3D space.

![](https://staticfiles.gleap.io/gattachments/u1eWz8moofLKEMeoalIy6v7XC2nlFEnmwCmzekPJnAjtIsLnUVdVksNbrps3ZMUFMEZ1iswWDPl.png)

### **Construct Point**

Creates a point using X, Y, Z coordinates, allowing you to define exact spatial locations for building geometry or setting reference markers.

### **Deconstruct Point**

Breaks a point into its individual X, Y, and Z values, making it easy to extract coordinates for calculations or further operations.

### **Distance 2 Points**

Calculates the straight-line distance between two points, useful for measuring spacing, lengths, or verifying geometric relationships.

### **Point List**

Stores or organizes multiple points into a structured list that can be used for curves, surfaces, or repeated operations.

### **Point Cylindrical**

Generates a point using cylindrical inputs like radius, angle, and height, ideal for circular or rotational designs.

### **Geometry Closest Point**

Finds the nearest point on a geometry relative to a reference point, helping with snapping, projection, or alignment tasks.

### **Point List Sort**

Sorts points based on criteria such as coordinate values or distance, allowing ordered processing or structured outputs.

### **Closest Point**

Determines which point from a set lies closest to a reference point, often used in matching or selection tasks.

### **Closest Points**

Finds nearest pairs between two point sets, helping compare or map relationships between distributed points.

### **Cull Duplicates**

Removes repeated or identical points from a list to clean datasets and prevent overlaps or unwanted redundancy.

### **Barycentric**

Computes a location inside a triangle using barycentric coordinates, often used in interpolation and triangle-based calculations.

### **Point Oriented**

Creates a point embedded with orientation vectors for use in directional placement or object alignment.

### **Point Polar**

Constructs a point using polar coordinates, making radial layouts or circular geometries straightforward.

### **Pull Point**

Projects a point onto a target geometry or surface, enabling constraints, surface interaction, or geometric corrections.

### **Vector X / Vector Y / Vector Z**

Extracts the respective component of any vector for targeted use in calculations or decomposition.

### **Vector XYZ**

Builds a vector from X, Y, and Z values, forming a directional line or movement reference.

### **Unit Vector**

Normalizes a vector to unit length, preserving its direction while controlling its magnitude.

### **Deconstruct Vector**

Splits a vector into its X, Y, and Z components for clear analysis or manipulation.

### **Vector by 2 Points**

Creates a vector describing the direction and magnitude from one point to another.

### **Amplitude Vector**

Returns the magnitude (length) of a vector, often used for measuring strength or size of directional relationships.

### **Angle Vectors**

Calculates the angle between two vectors, useful for orientation, alignment, or structural analysis.

### **Cross Product**

Produces a vector perpendicular to two given vectors, commonly used to generate normal or define planes.

### **Dot Product**

Computes the scalar dot product, indicating how aligned or perpendicular two vectors are.

### **Vector Length**

Returns the total length of a vector, helpful for measuring distances and scaling operations.

### **Reverse Vector**

Flips the direction of a vector while keeping its magnitude unchanged.

### **Vector Rotate**

Rotates a vector around a chosen axis by a given angle, enabling turning, orientation shifts, or motion paths.

* * *

### **Plane XY / Plane XZ / Plane YZ**

Provides the standard Cartesian planes as base reference systems for constructing geometry.

### **Construct Plane**

Creates a fully custom plane by defining an origin point along with the X and Y axis directions. This gives you complete control over the plane's orientation and position in 3D space.

### **Plane by Normal**

Generates a plane using a point and a normal vector. The normal determines the plane’s perpendicular orientation, ensuring the surface faces a specific direction. This is often used when you need a plane aligned to a surface’s normal or a directional field.

### **Deconstruct Plane**

Breaks a plane into its core components: the origin, X-axis vector, Y-axis vector, and the normal vector. This allows you to inspect the plane’s structure or reuse its components in other operations, such as constructing new coordinate systems or aligning geometry.

### **Plane Origin**

Extracts only the origin point of a plane. This is useful for locating the plane's position, placing geometry relative to it, or using the origin as a reference for transformations or measurements.

### **Flip Plane**

Reverses the direction of a plane’s normal while keeping its origin and axes intact. This is helpful when orientation matters, for example, correcting inverted planes or adjusting the facing direction for surface operations.

### **Plane Offset**

Creates a new plane that is parallel to an existing one but shifted by a defined distance along its normal. This is useful for generating layered planes, offsets for construction, or reference levels within a model.

### **Plane Closest Point**

Projects a point onto a plane and returns the closest point on that plane. This is used for flattening geometry, mapping points into planar coordinates, or calculating distances and projections.

### **Plane by Line + Point**

Constructs a plane using one reference line and another point not lying on that line. The line defines one axis of the plane, while the additional point ensures a unique orientation. Ideal when building planes from structural edges, paths, or directional guides.

### **Plane by 2 Lines**

Forms a plane using two intersecting lines. The intersection defines the origin, and the directions of the lines define the plane's axes. This method is especially useful when constructing planes from frameworks, intersections, or grid lines.

### **Rotate Plane**

Rotates an existing plane around its own origin or a specified axis. This allows precise reorientation while maintaining the plane’s position, making it useful for adjusting reference frames or aligning geometry at specific angles.

### **Adjust Plane**

Modifies a plane's location or orientation based on new input conditions. You can reposition its origin, alter its axes, or realign it to better fit your geometric layout. Helpful for refining construction planes as designs evolve.

### **Align Plane**

Matches one plane’s origin, axes, and overall orientation to another plane or geometric reference. This ensures consistent alignment across operations and is frequently used when standardizing coordinate systems.

### **Plane by 3 Points**

Creates a plane passing through any three non-collinear points. This guarantees a unique planar surface defined purely by geometry—useful when building planes from existing shapes, measurement data, or anchor points.

### **Plane Coordinates**

Extracts the U-direction, V-direction, and origin of a plane. These components are essential for tasks like parametric mapping, texture alignment, or converting 3D points into planar coordinate systems.
