提交 6af32a24 编写于 作者: W Wandalen

*.toArray documentation update

上级 98cea60a
......@@ -176,6 +176,14 @@
Linear interpolation of this colors rgb values and the rgb values of the first argument. The alpha argument can be thought of as the percent between the two colors, where 0 is this color and 1 is the first argument.
</div>
<h3>[method:Array toArray]( [page:Array array] )</h3>
<div>
array -- Optional array to store the color.
</div>
<div>
Returns an array [r,g,b]
</div>
<h3>[method:Color equals]( [page:Color c] ) [page:Color this]</h3>
<div>
Compares this color and c and returns true if they are the same, false otherwise.
......
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8" />
<script src="../../list.js"></script>
<script src="../../page.js"></script>
<link type="text/css" rel="stylesheet" href="../../page.css" />
</head>
<body>
<h1>[name]</h1>
<div class="desc">Euler Angles. <br/><br/>
Euler angles describe a rotation transformation by rotating an object on its various axes in specified amounts per axis, and a specified axis order.
(More information on <a href='http://en.wikipedia.org/wiki/Euler_angles' target='blank'>Wikipedia</a>)</div>
<h2>Example</h2>
<code>var a = new THREE.Euler( 0, 1, 1.57, 'XYZ' );
var b = new THREE.Vector3( 1, 0, 1 );
b.applyEuler(a);
</code>
<h2>Constructor</h2>
<h3>[name]( [page:Float x], [page:Float y], [page:Float z], [page:String order] )</h3>
<div>
x -- [page:Float] the angle of the x axis in radians<br />
y -- [page:Float] the angle of the y axis in radians<br />
z -- [page:Float] the angle of the z axis in radians<br />
order -- [page:String] A string representing the order that the rotations are applied, defaults to 'XYZ' (must be upper case).
</div>
<div>
A euler angle for transforming
</div>
<h2>Properties</h2>
<h3>[property:Float x]</h3>
<h3>[property:Float y]</h3>
<h3>[property:Float z]</h3>
<h3>[property:String order]</h3>
<h2>Methods</h2>
<h3>[method:Euler set]( [page:Float x], [page:Float y], [page:Float z], [page:String order] ) [page:Euler this]</h3>
<div>
x -- [page:Float] Angle in x axis in radians<br />
y -- [page:Float] Angle in y axis in radians<br />
z -- [page:Float] Angle in z axis in radians<br />
order -- [page:string] Order of axes, defaults to 'XYZ' (must be upper case)
</div>
<div>
Sets the angles of this euler transform.
</div>
<h3>[method:Euler copy]( [page:Euler euler] ) [page:Euler this]</h3>
<div>
Copies value of *euler* to this euler.
</div>
<h3>[method:Euler setFromRotationMatrix]( [page:Matrix4 m], [page:String order] ) [page:Euler this]</h3>
<div>
m -- [page:Matrix4] assumes upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled)<br />
order -- [page:string] Order of axes, defaults to 'XYZ' (must be upper case)
</div>
<div>
Sets the angles of this euler transform from a pure rotation matrix based on the orientation specified by order.
</div>
<h3>[method:Euler setFromQuaternion]( [page:Quaternion q], [page:String order] ) [page:Euler this]</h3>
<div>
q -- [page:Quaternion] quaternion must be normalized<br />
order -- [page:string] Order of axes, defaults to 'XYZ' (must be upper case)
</div>
<div>
Sets the angles of this euler transform from a normalized quaternion based on the orientation specified by order.
</div>
<h3>[method:Euler reorder]( [page:String newOrder] ) [page:Euler this]</h3>
<div>
Resets the euler angle with a new order by creating a quaternion from this euler angle and then setting this euler angle with the quaternion and the new order. <br />
WARNING: this discards revolution information.
</div>
<h3>[method:Euler setFromVector3]([page:Vector3 vector], [page:String order]) [page:Euler this]</h3>
<div>
vector -- [page:Vector3].
order -- [page:string] Order of axes, defaults to 'XYZ' (must be upper case)
</div>
<div>
Optionally Vector3 to the XYZ parameters of Euler, and order to the Euler's order property.
</div>
<h3>[method:Vector3 toVector3]()</h3>
<div>
Returns the Euler's XYZ properties as a Vector3.
</div>
<h3>[method:Euler fromArray]([page:Array array]) [page:Euler this]</h3>
<div>
array -- [page:Array] of length 3 or 4. array[3] is an optional order argument.
</div>
<div>
Assigns this euler's x angle to array[0]. <br />
Assigns this euler's y angle to array[1]. <br />
Assigns this euler's z angle to array[2]. <br />
Optionally assigns this euler's order to array[3].
</div>
<h3>[method:Array toArray]()</h3>
<div>
Returns an array [x, y, z, order].
</div>
<h3>[method:Boolean equals]( [page:Euler euler] )</h3>
<div>
Checks for strict equality of this euler and *euler*.
</div>
<h3>[method:Euler clone]()</h3>
<div>
Returns a new euler created from this euler.
</div>
<h2>Source</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
<head>
<meta charset="utf-8" />
<script src="../../list.js"></script>
<script src="../../page.js"></script>
<link type="text/css" rel="stylesheet" href="../../page.css" />
</head>
<body>
<h1>[name]</h1>
<div class="desc">Euler Angles. <br/><br/>
Euler angles describe a rotation transformation by rotating an object on its various axes in specified amounts per axis, and a specified axis order.
(More information on <a href='http://en.wikipedia.org/wiki/Euler_angles' target='blank'>Wikipedia</a>)</div>
<h2>Example</h2>
<code>var a = new THREE.Euler( 0, 1, 1.57, 'XYZ' );
var b = new THREE.Vector3( 1, 0, 1 );
b.applyEuler(a);
</code>
<h2>Constructor</h2>
<h3>[name]( [page:Float x], [page:Float y], [page:Float z], [page:String order] )</h3>
<div>
x -- [page:Float] the angle of the x axis in radians<br />
y -- [page:Float] the angle of the y axis in radians<br />
z -- [page:Float] the angle of the z axis in radians<br />
order -- [page:String] A string representing the order that the rotations are applied, defaults to 'XYZ' (must be upper case).
</div>
<div>
A euler angle for transforming
</div>
<h2>Properties</h2>
<h3>[property:Float x]</h3>
<h3>[property:Float y]</h3>
<h3>[property:Float z]</h3>
<h3>[property:String order]</h3>
<h2>Methods</h2>
<h3>[method:Euler set]( [page:Float x], [page:Float y], [page:Float z], [page:String order] ) [page:Euler this]</h3>
<div>
x -- [page:Float] Angle in x axis in radians<br />
y -- [page:Float] Angle in y axis in radians<br />
z -- [page:Float] Angle in z axis in radians<br />
order -- [page:string] Order of axes, defaults to 'XYZ' (must be upper case)
</div>
<div>
Sets the angles of this euler transform.
</div>
<h3>[method:Euler copy]( [page:Euler euler] ) [page:Euler this]</h3>
<div>
Copies value of *euler* to this euler.
</div>
<h3>[method:Euler setFromRotationMatrix]( [page:Matrix4 m], [page:String order] ) [page:Euler this]</h3>
<div>
m -- [page:Matrix4] assumes upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled)<br />
order -- [page:string] Order of axes, defaults to 'XYZ' (must be upper case)
</div>
<div>
Sets the angles of this euler transform from a pure rotation matrix based on the orientation specified by order.
</div>
<h3>[method:Euler setFromQuaternion]( [page:Quaternion q], [page:String order] ) [page:Euler this]</h3>
<div>
q -- [page:Quaternion] quaternion must be normalized<br />
order -- [page:string] Order of axes, defaults to 'XYZ' (must be upper case)
</div>
<div>
Sets the angles of this euler transform from a normalized quaternion based on the orientation specified by order.
</div>
<h3>[method:Euler reorder]( [page:String newOrder] ) [page:Euler this]</h3>
<div>
Resets the euler angle with a new order by creating a quaternion from this euler angle and then setting this euler angle with the quaternion and the new order. <br />
WARNING: this discards revolution information.
</div>
<h3>[method:Euler setFromVector3]([page:Vector3 vector], [page:String order]) [page:Euler this]</h3>
<div>
vector -- [page:Vector3].
order -- [page:string] Order of axes, defaults to 'XYZ' (must be upper case)
</div>
<div>
Optionally Vector3 to the XYZ parameters of Euler, and order to the Euler's order property.
</div>
<h3>[method:Vector3 toVector3]()</h3>
<div>
Returns the Euler's XYZ properties as a Vector3.
</div>
<h3>[method:Euler fromArray]([page:Array array]) [page:Euler this]</h3>
<div>
array -- [page:Array] of length 3 or 4. array[3] is an optional order argument.
</div>
<div>
Assigns this euler's x angle to array[0]. <br />
Assigns this euler's y angle to array[1]. <br />
Assigns this euler's z angle to array[2]. <br />
Optionally assigns this euler's order to array[3].
</div>
<h3>[method:Array toArray]( [page:Array array] )</h3>
<div>
array -- Optional array to store the euler.
</div>
<div>
Returns an array [x, y, z, order]
</div>
<h3>[method:Boolean equals]( [page:Euler euler] )</h3>
<div>
Checks for strict equality of this euler and *euler*.
</div>
<h3>[method:Euler clone]()</h3>
<div>
Returns a new euler created from this euler.
</div>
<h2>Source</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
</html>
......@@ -131,15 +131,18 @@
<h3>[method:Quaternion slerp]([page:Quaternion qb], [page:float t])</h3>
<div>
qb -- Target quaternion rotation.<br />
t -- Normalized [0..1] interpolation factor.
t -- Normalized [0..1] interpolation factor.
</div>
<div>
Handles the spherical linear interpolation between this quaternion's configuration
and that of *qb*. *t* represents how close to the current (0) or target (1) rotation the
result should be.
and that of *qb*. *t* represents how close to the current (0) or target (1) rotation the
result should be.
</div>
<h3>.toArray() [page: Array]</h3>
<h3>[method:Array toArray]( [page:Array array] )</h3>
<div>
array -- Array to store the quaternion.
</div>
<div>
Returns the numerical elements of this quaternion in an array of format (x, y, z, w).
</div>
......@@ -155,7 +158,7 @@
<h3>[method:Float lengthSq]()</h3>
<div>
Calculates the squared length of the quaternion.
Calculates the squared length of the quaternion.
</div>
<h3>[method:Quaternion fromArray]([page:Array array])</h3>
......
......@@ -226,7 +226,10 @@
Sets this vector's x value to be array[0] and y value to be array[1].
</div>
<h3>[method:Array toArray]()</h3>
<h3>[method:Array toArray]( [page:Array array] )</h3>
<div>
array -- Optional array to store the vector.
</div>
<div>
Returns an array [x, y].
</div>
......
......@@ -401,7 +401,10 @@
Multiplies this vector and m, and divides by perspective.
</div>
<h3>[method:Array toArray]()</h3>
<h3>[method:Array toArray]( [page:Array array] )</h3>
<div>
array -- Optional array to store the vector.
</div>
<div>
Assigns this vector's x value to array[0]. <br />
Assigns this vector's y value to array[1]. <br />
......
......@@ -186,7 +186,7 @@
v -- [page:Vector4]
</div>
<div>
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.
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.
</div>
<h3>[method:Vector4 addScalar]([page:Float s]) [page:Vector4 this]</h3>
......@@ -204,7 +204,7 @@
<div>
Checks to see if this vector matches vector v.
</div>
<h3>[method:Vector4 setAxisAngleFromRotationMatrix]([page:Matrix4 m]) [page:Vector4 this]</h3>
<div>
m -- [page:Matrix4]
......@@ -236,7 +236,7 @@
Index 1: y<br/>
Index 2: z<br/>
Index 3: w<br/>
</div>
<h3>[method:null setComponent]([page:Integer index], [page:Float value])</h3>
......@@ -246,13 +246,13 @@
</div>
<div>
Sets the value of the vector component x, y, or z by an index.<br/><br/>
Index 0: x<br/>
Index 1: y<br/>
Index 2: z<br/>
Index 3: w<br/>
</div>
<h3>[method:Vector4 fromArray]([page:Array array]) [page:Vector4 this]</h3>
<div>
array -- [page:Array] An array formatted [x, y, z, w]
......@@ -261,7 +261,10 @@
Sets the vector's components based on an array formatted like [x, y, z, w]
</div>
<h3>[method:Array toArray]()</h3>
<h3>[method:Array toArray]( [page:Array array] )</h3>
<div>
array -- Optional array to store the vector.
</div>
<div>
Returns an array in the format [x, y, z, w]
</div>
......
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