diff --git a/docs/api/math/Vector3.html b/docs/api/math/Vector3.html index f0d6110e37113867f446e694bc4e1f09c003acfa..930bdf87ffc65599b9b5358b92be95461affd54a 100644 --- a/docs/api/math/Vector3.html +++ b/docs/api/math/Vector3.html @@ -106,9 +106,9 @@

[method:Vector3 applyMatrix3]( [page:Matrix3 m] )

Multiply this vector by [page:Matrix3 m]
-

[method:Vector3 applyMatrix4]( [page:Matrix3 m] )

+

[method:Vector3 applyMatrix4]( [page:Matrix4 m] )

- Multiply this vector by 4 x 3 subset of a [page:Matrix3 m]. If [page:Matrix3 m] is: + Multiply this vector by 4 x 3 subset of a [page:Matrix4 m]. If [page:Matrix4 m] is: a, b, c, d, e, f, g, h, @@ -416,7 +416,7 @@ m, n, o

[method:Vector3 setY]( [page:Float y] )

Replace this vector's [page:.y y] value with [page:Float y].
-

[method:Vector3 setY]( [page:Float z] )

+

[method:Vector3 setZ]( [page:Float z] )

Replace this vector's [page:.z z] value with [page:Float z].

[method:Vector3 sub]( [page:Vector3 v] )

diff --git a/docs/api/math/Vector4.html b/docs/api/math/Vector4.html index 36455c2a1e9abac70175c8dbc3c36639b84d886a..eb12afe6b03ade441d827d4a69b325bf2d7d74f3 100644 --- a/docs/api/math/Vector4.html +++ b/docs/api/math/Vector4.html @@ -10,23 +10,64 @@

[name]

-
4D vector.
+
Class representing a 4D [link:https://en.wikipedia.org/wiki/Vector_space vector]. + A 4D vector is an ordered quadruplet of numbers (labeled x, y, z, and w), which can be used to + represent a number of things, such as: -

Constructor

+
    +
  • + A point in 4D space. +
  • +
  • + A direction and length in 4D space. In Three the length will always be the + [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean distance] + (straight-line distance) from (0, 0, 0, 0, 0) to (x, y, z, w) and the direction is also + measured from (0, 0, 0, 0) towards (x, y, z, w). +
  • +
  • + Any arbitrary ordered quadruplet of numbers. +
  • +
+ + There are other things a 4D vector can be used to represent, however these are the most common uses in Three. +
+ + +

Example

+ + + var a = new THREE.Vector4( 0, 1, 0, 0 ); + + //no arguments; will be initialised to (0, 0, 0, 1) + var b = new THREE.Vector4( ); + var d = a.distanceTo( b ); + + + +

Constructor

[name]( [page:Float x], [page:Float y], [page:Float z], [page:Float w] )

- x -- [page:Float]
- y -- [page:Float]
- z -- [page:Float]
- w -- [page:Float] + [page:Float x] - the x value of the vector. Default is *0*.
+ [page:Float y] - the y value of the vector. Default is *0*.
+ [page:Float z] - the z value of the vector. Default is *0*.
+ [page:Float w] - the w value of the vector. Default is *1*. + + Created a new [name].

Properties

+

[property:Boolean isVector4]

+
+ Used to check whether this or derived classes are Vector4s. Default is *true*.

+ + You should not change this, as it used internally for optimisation. +
+

[property:Float x]

[property:Float y]

@@ -38,288 +79,243 @@

Methods

-

[method:Vector4 set]( [page:Float x], [page:Float y], [page:Float z], [page:Float w] ) [page:Vector4 this]

-
- Sets value of this vector. -
+

[method:Vector4 add]( [page:Vector4 v] )

+
Adds [page:Vector4 v] to this vector.
-

[method:Vector4 setX]( [page:Float x] ) [page:Vector4 this]

-
- x -- [page:Float] -
-
- Sets the x component of the vector. -
+

[method:Vector4 addScalar]( [page:Float s] )

+
Add the scalar value s to this vector's [page:.x x], [page:.y y], [page:.z z] and [page:.w w] values.
-

[method:Vector4 setY]( [page:Float y] ) [page:Vector4 this]

-
- y -- [page:Float] -
-
- Sets the y component of the vector. -
+

[method:Vector4 addScaledVector]( [page:Vector4 v], [page:Float s] )

+
Adds the multiple of [page:Vector4 v] and [page:Float s] to this vector.
-

[method:Vector4 setZ]( [page:Float z] ) [page:Vector4 this]

-
- z -- [page:Float] -
-
- Sets the z component of the vector. -
+

[method:Vector4 addVectors]( [page:Vector4 a], [page:Vector4 b] )

+
Sets this vector to [page:Vector4 a] + [page:Vector4 b].
-

[method:Vector4 setW]( [page:Float w] ) [page:Vector4 this]

-
- w -- [page:Float] -
+

[method:Vector4 applyMatrix4]( [page:Matrix4 m] )

- Sets the w component of the vector. + Multiply this vector by 4 x 4 [page:Matrix4 m].
-

[method:Vector4 setScalar]( [page:Float scalar] ) [page:Vector4 this]

+

[method:Vector4 ceil]()

- scalar -- [page:Float] -
-
- set all component values of this vector to *scalar*. + The [page:.x x], [page:.y y], [page:.z z] and [page:.w w] components of the vector are rounded up to the nearest integer value.
-

[method:Vector4 copy]( [page:Vector4 v] ) [page:Vector4 this]

+

[method:Vector4 clamp]( [page:Vector4 min], [page:Vector4 max] )

- Copies value of *v* to this vector. -
+ [page:Vector4 min] - the minimum [page:.x x], [page:.y y], [page:.z z] and [page:.w w] values.
+ [page:Vector4 max] - the maximum [page:.x x], [page:.y y], [page:.z z] and [page:.w w] values in the desired range

-

[method:Vector4 fromArray]( [page:Array array] ) [page:Vector4 this]

-
- array -- The source array in the form [x, y, z, w].
- offset -- An optional offset into the array. -
-
- Sets the vector's components based on an array formatted like [x, y, z, w] + If this vector's x, y, z or w value is greater than the max vector's x, y, z or w value, it is replaced by the corresponding value.

+ If this vector's x, y, z or w value is less than the min vector's x, y, z or w value, it is replaced by the corresponding value.
-

[method:Vector4 add]( [page:Vector4 v] ) [page:Vector4 this]

+

[method:Vector4 clampScalar]( [page:Float min], [page:Float max] )

- Adds *v* to this vector. -
+ [page:Float min] - the minimum value the components will be clamped to
+ [page:Float max] - the maximum value the components will be clamped to

-

[method:Vector4 addVectors]( [page:Vector4 a], [page:Vector4 b] ) [page:Vector4 this]

-
- Sets this vector to *a + b*. + If this vector's x, y, z or w values are greater than the max value, they are replaced by the max value.

+ If this vector's x, y, z or w values are less than the min value, they are replaced by the min value.
-

[method:Vector4 addScaledVector]( [page:Vector4 v], [page:Float s] ) [page:Vector4 this]

+

[method:Vector4 clone]()

- Adds the multiple of v and s to this vector. + Returns a new Vector4 with the same [page:.x x], [page:.y y], [page:.z z] and [page:.w w] values as this one.
-

[method:Vector4 sub]( [page:Vector4 v] ) [page:Vector4 this]

+

[method:Vector4 copy]( [page:Vector4 v] )

- Subtracts *v* from this vector. + Copies the values of the passed Vector4's [page:.x x], [page:.y y], [page:.z z] and [page:.w w] + properties to this Vector4.
-

[method:Vector4 subVectors]( [page:Vector4 a], [page:Vector4 b] ) [page:Vector4 this]

+

[method:Vector4 divideScalar]( [page:Float s] )

- Sets this vector to *a - b*. + Divides this vector by scalar [page:Float s].
+ Sets vector to *( 0, 0 )* if *[page:Float s] = 0*.
-

[method:Vector4 multiplyScalar]( [page:Float s] ) [page:Vector4 this]

+

[method:Float dot]( [page:Vector4 v] )

- Multiplies this vector by scalar *s*. + Calculate the [link:https://en.wikipedia.org/wiki/Dot_product dot product] of this + vector and [page:Vector4 v].
-

[method:Vector4 divideScalar]( [page:Float s] ) [page:Vector4 this]

-
- Divides this vector by scalar *s*.
- Set vector to *( 0, 0, 0 )* if *s == 0*. -
+

[method:Boolean equals]( [page:Vector4 v] )

+
Checks for strict equality of this vector and [page:Vector4 v].
-

[method:Vector4 negate]() [page:Vector4 this]

-
- Inverts this vector. -
+

[method:Vector4 floor]()

+
The components of the vector are rounded down to the nearest integer value.
-

[method:Float dot]( [page:Vector4 v] ) [page:Vector4 this]

+

[method:Vector4 fromArray]( [page:Array array], [page:Integer offset] )

- Computes dot product of this vector and *v*. -
+ [page:Array array] - the source array.
+ [page:Integer offset] - ( optional) offset into the array. Default is 0.

-

[method:Float lengthSq]() [page:Vector4 this]

-
- Computes the squared length of this vector. + Sets this vector's [page:.x x] value to be array[ offset + 0 ], [page:.y y] value to be array[ offset + 1 ] + [page:.z z] value to be array[ offset + 2 ] and [page:.w w ] value to be array[ offset + 3 ].
-

[method:Float length]() [page:Vector4 this]

+

[method:Vector4 fromAttribute]( [page:BufferAttribute attribute], [page:Integer index], [page:Integer offset] )

- Computes the length of this vector. + [page:BufferAttribute attribute] - the source attribute.
+ [page:Integer index] - index in the attribute.

+ [page:Integer offset] - (optional) offset into the attribute. Default is 0.

+ + Sets this vector's [page:.x x], [page:.y y], [page:.z z] and [page:.w w] values from the [page:BufferAttribute attribute].
-

[method:Float lengthManhattan]() [page:Vector4 this]

+

[method:Float getComponent]( [page:Integer index] )

- Computes the Manhattan length of this vector.
- [link:http://en.wikipedia.org/wiki/Taxicab_geometry] + [page:Integer index] - 0, 1 or 2.

+ + If index equals 0 returns the [page:.x x] value.
+ If index equals 1 returns the [page:.y y] value.
+ If index equals 2 returns the [page:.z z] value.
+ If index equals 3 returns the [page:.w w] value.
-

[method:Vector4 normalize]() [page:Vector4 this]

+

[method:Float length]()

+
Computes the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length] + (straight-line length) from (0, 0, 0, 0) to (x, y, z, w).
+ +

[method:Float lengthManhattan]()

- Normalizes this vector. + Computes the [link:http://en.wikipedia.org/wiki/Taxicab_geometry Manhattan length] of this vector.
-

[method:Vector4 setLength]( [page:Float l] ) [page:Vector4 this]

+

[method:Float lengthSq]()

- Normalizes this vector and multiplies it by *l*. + Computes the square of the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length] + (straight-line length) from (0, 0, 0, 0) to (x, y, z, w). If you are comparing the lengths of + vectors, you should compare the length squared instead as it is slightly more efficient to calculate.
-

[method:Vector4 lerp]( [page:Vector4 v], [page:Float alpha] ) [page:Vector4 this]

+

[method:Vector4 lerp]( [page:Vector4 v], [page:Float alpha] )

- Linearly interpolate between this vector and *v* with *alpha* factor. + [page:Vector4 v] - [page:Vector4] to interpolate towards.
+ alpha - [page:Float] between 0 and 1

+ + Linearly interpolate between this vector and [page:Vector4 v], where alpha is the + distance along the line - alpha = 0 will be this vector, and alpha = 1 will be [page:Vector4 v].
-

[method:Vector4 lerpVectors]( [page:Vector4 v1], [page:Vector4 v2], [page:Float alpha] ) [page:Vector4 this]

+

[method:Vector4 lerpVectors]( [page:Vector4 v1], [page:Vector4 v2], [page:Float alpha] )

- Sets this vector to be the vector linearly interpolated between *v1* and *v2* with *alpha* factor. + [page:Vector4 v1] - the starting [page:Vector4].
+ [page:Vector4 v2] - [page:Vector4] to interpolate towards.
+ [page:Float alpha] - number between 0 and 1.

+ + Sets this vector to be the vector linearly interpolated between [page:Vector4 v1] and + [page:Vector4 v2] where alpha is the distance along the line connecting the two vectors + - alpha = 0 will be [page:Vector4 v1], and alpha = 1 will be [page:Vector4 v2].
+

[method:Vector4 negate]()

+
Inverts this vector - i.e. sets x = -x, y = -y, z = -z and w = -w.
-

[method:Vector4 clamp]( [page:Vector4 min], [page:Vector4 max] ) [page:Vector4 this]

+

[method:Vector4 normalize]()

- min -- [page:Vector4]
- max -- [page:Vector4] -
-
- If this vector's x, y, z, or w value is greater than the max vector's x, y, z, or w value, it is replaced by the corresponding value.

- If this vector's x, y, z, or w value is less than the min vector's x, y, z, or w value, it is replaced by the corresponding value. + Convert this vector to a [link:https://en.wikipedia.org/wiki/Unit_vector unit vector] - that is, sets it equal to the vector with the same direction + as this one, but [page:.length length] 1.
-

[method:Vector4 clampScalar]( [page:Float min], [page:Float max] ) [page:Vector4 this]

+

[method:Vector4 max]( [page:Vector4 v] )

- min -- [page:Float] the minimum value the components will be clamped to
- max -- [page:Float] the maximum value the components will be clamped to -
-
- If this vector's x, y, z or w values are greater than the max value, they are replaced by the max value.

- If this vector's x, y, z or w values are less than the min value, they are replaced by the min value. + If this vector's x, y, z or w value is less than [page:Vector4 v's] x, y, z or w value, replace + that value with the corresponding max value.
-

[method:Vector4 floor]() [page:Vector4 this]

+

[method:Vector4 min]( [page:Vector4 v] )

- The components of the vector are rounded downwards (towards negative infinity) to an integer value. + If this vector's x, y, z or w value is greater than [page:Vector4 v's] x, y, z or w value, replace + that value with the corresponding min value.
-

[method:Vector4 ceil]() [page:Vector4 this]

-
- The components of the vector are rounded upwards (towards positive infinity) to an integer value. -
+

[method:Vector4 multiplyScalar]( [page:Float s] )

+
Multiplies this vector by scalar [page:Float s].
-

[method:Vector4 round]() [page:Vector4 this]

-
- The components of the vector are rounded towards the nearest integer value. -
+

[method:Vector4 round]()

+
The components of the vector are rounded to the nearest integer value.
-

[method:Vector4 roundToZero]() [page:Vector4 this]

+

[method:Vector4 roundToZero]()

The components of the vector are rounded towards zero (up if negative, down if positive) to an integer value.
-

[method:Vector4 applyMatrix4]( [page:Matrix4 m] ) [page:Vector4 this]

-
- m -- [page:Matrix4] -
-
- Transforms the vector by the matrix. -
+

[method:Vector4 set]( [page:Float x], [page:Float y] )

+
Sets the [page:.x x], [page:.y y], [page:.z z] and [page:.w w] components of this vector.
-

[method:Vector4 min]( [page:Vector4 v] ) [page:Vector4 this]

-
- v -- [page:Vector4] -
-
- If this vector's x, y, z, or w value is greater than vector v's x, y, z, or w value, that value is replaced by the corresponding vector v value. -
+

[method:Vector4 set]( [page:Float x], [page:Float y] )

+
Sets the [page:.x x], [page:.y y], [page:.z z] and [page:.w w] components of this vector.
-

[method:Vector4 max]( [page:Vector4 v] ) [page:Vector4 this]

-
- v -- [page:Vector4] -
+

[method:Vector4 setAxisAngleFromQuaternion]( [page:Quaterion q] )

- If this vector's x, y, z, or w value is less than vector v's x, y, z, or w value, that value is replaced by the corresponding vector v value. -
+ [page:Quaterion q] - a normalized [page:Quaterion]

-

[method:Vector4 addScalar]( [page:Float s] ) [page:Vector4 this]

-
- s -- [page:Float] -
-
- Adds a scalar value to all of the vector's components. + Set the [page:.x x], [page:.y y] and [page:.z z] components of this vector to the + quaternion's axis and [page:.w w] to the angle.
-

[method:Boolean equals]( [page:Vector4 v] ) [page:Vector4 this]

-
- v -- [page:Vector4] -
+

[method:Vector4 setAxisAngleFromRotationMatrix]( [page:Matrix4 m] )

- Checks to see if this vector matches vector v. -
+ [page:Matrix4 m] - a [page:Matrix4] of which the upper left 3x3 matrix is a pure rotation matrix.

-

[method:Vector4 setAxisAngleFromRotationMatrix]( [page:Matrix4 m] ) [page:Vector4 this]

-
- m -- [page:Matrix4] + Set the [page:.x x], [page:.y y] and [page:.z z] to the axis of rotation and [page:.w w] to the angle.
+ +

[method:null setComponent]( [page:Integer index], [page:Float value] )

- Sets this Vector4 to the computed axis-angle representation of the rotation defined by Matrix4 m. Assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled).

+ [page:Integer index] - 0, 1 or 2.
+ [page:Float value] - [page:Float]

- The axis is stored in components (x, y, z) of the vector, and the rotation in radians is stored in component w + If index equals 0 set [page:.x x] to [page:Float value].
+ If index equals 1 set [page:.y y] to [page:Float value].
+ If index equals 2 set [page:.z z] to [page:Float value].
+ If index equals 2 set [page:.w w] to [page:Float value].
-

[method:Vector4 setAxisAngleFromQuaternion]( [page:Quaternion q] ) [page:Vector4 this]

-
- q -- [page:Quaternion] -
-
- Sets this Vector4 to the computed axis-angle representation of the rotation defined by Quaternion q.

- The axis is stored in components (x, y, z) of the vector, and the rotation in radians is stored in component w +

[method:Vector4 setLength]( [page:Float l] )

+
+ Set this vector to the vector with the same direction as this one, but [page:.length length] + [page:Float l].
-

[method:Float getComponent]( [page:Integer index] ) [page:Vector4 this]

+

[method:Vector4 setScalar]( [page:Float scalar] )

- index -- [page:Integer] 0, 1, 2, or 3 + Set the [page:.x x], [page:.y y], [page:.z z] and [page:.w w] values of this vector both equal to [page:Float scalar].
-
- Returns the value of the vector component x, y, or z by an index.

- Index 0: x
- Index 1: y
- Index 2: z
- Index 3: w
+

[method:Vector4 setX]( [page:Float x] )

+
Replace this vector's [page:.x x] value with [page:Float x].
-
+

[method:Vector4 setY]( [page:Float y] )

+
Replace this vector's [page:.y y] value with [page:Float y].
-

[method:null setComponent]( [page:Integer index], [page:Float value] ) [page:Vector4 this]

-
- index -- [page:Integer] 0 - 3
- value -- [page:Float] -
-
- Sets the value of the vector component x, y, or z by an index.

+

[method:Vector4 setZ( [page:Float z] )

+
Replace this vector's [page:.z z] value with [page:Float z].
- Index 0: x
- Index 1: y
- Index 2: z
- Index 3: w
-
+

[method:Vector4 setW( [page:Float w] )

+
Replace this vector's [page:.w w] value with [page:Float w].
-

[method:Vector4 clone]() [page:Vector4 this]

-
- Clones this vector. -
+

[method:Vector4 sub]( [page:Vector4 v] )

+
Subtracts [page:Vector4 v] from this vector.
-

[method:Array toArray]( [page:Array array], [page:Integer offset] ) [page:Vector4 this]

-
- array -- An optional array to store the vector. - offset -- An optional offset into the array. -
+

[method:Vector4 subScalar]( [page:Float s] )

+
Subtracts [page:Float s] from this vector's [page:.x x], [page:.y y], [page:.z z] and [page:.w w] compnents.
+ +

[method:Vector4 subVectors]( [page:Vector4 a], [page:Vector4 b] )

+
Sets this vector to [page:Vector4 a] - [page:Vector4 b].
+ +

[method:Array toArray]( [page:Array array], [page:Integer offset] )

- Returns an array in the format [x, y, z, w] + [page:Array array] - (optional) array to store the vector to. If this is not provided + a new array will be created.
+ [page:Integer offset] - (optional) optional offset into the array.

+ + Returns an array [x, y, z, w], or copies x, y, z and w into the provided [page:Array array].

Source