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@@ -47,63 +47,63 @@
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<h2>Methods</h2>
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- <h3>.set( [page:Float x], [page:Float y], [page:Float z] ) [page:Vector3]</h3>
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+ <h3>.set( [page:Float x], [page:Float y], [page:Float z] ) [page:this]</h3>
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<div>
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Sets value of this vector.
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</div>
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- <h3>.setX( [page:Float x] ) [page:Vector3]</h3>
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+ <h3>.setX( [page:Float x] ) [page:this]</h3>
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<div>
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Sets x value of this vector.
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</div>
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- <h3>.setY( [page:Float y] ) [page:Vector3]</h3>
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+ <h3>.setY( [page:Float y] ) [page:this]</h3>
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<div>
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Sets y value of this vector.
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</div>
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- <h3>.setZ( [page:Float z] ) [page:Vector3]</h3>
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+ <h3>.setZ( [page:Float z] ) [page:this]</h3>
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<div>
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Sets z value of this vector.
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</div>
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- <h3>.copy( [page:Vector3 v] ) [page:Vector3]</h3>
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+ <h3>.copy( [page:Vector3 v] ) [page:this]</h3>
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<div>
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Copies value of *v* to this vector.
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</div>
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- <h3>.add( [page:Vector3 v] ) [page:Vector3]</h3>
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+ <h3>.add( [page:Vector3 v] ) [page:this]</h3>
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<div>
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Adds *v* to this vector.
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</div>
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- <h3>.addVectors( [page:Vector3 a], [page:Vector3 b] ) [page:Vector3]</h3>
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+ <h3>.addVectors( [page:Vector3 a], [page:Vector3 b] ) [page:this]</h3>
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<div>
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Sets this vector to *a + b*.
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</div>
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- <h3>.sub( [page:Vector3 v] ) [page:Vector3]</h3>
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+ <h3>.sub( [page:Vector3 v] ) [page:this]</h3>
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<div>
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Subtracts *v* from this vector.
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</div>
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- <h3>.subVectors( [page:Vector3 a], [page:Vector3 b] ) [page:Vector3]</h3>
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+ <h3>.subVectors( [page:Vector3 a], [page:Vector3 b] ) [page:this]</h3>
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<div>
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Sets this vector to *a - b*.
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</div>
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- <h3>.multiplyScalar( [page:Float s] ) [page:Vector3]</h3>
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+ <h3>.multiplyScalar( [page:Float s] ) [page:this]</h3>
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<div>
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Multiplies this vector by scalar *s*.
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</div>
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- <h3>.divideScalar( [page:Float s] ) [page:Vector3]</h3>
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+ <h3>.divideScalar( [page:Float s] ) [page:this]</h3>
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<div>
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Divides this vector by scalar *s*.<br />
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Set vector to *( 0, 0, 0 )* if *s == 0*.
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</div>
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- <h3>.negate() [page:Vector3]</h3>
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+ <h3>.negate() [page:this]</h3>
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<div>
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Inverts this vector.
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</div>
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@@ -129,7 +129,7 @@
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[link:http://en.wikipedia.org/wiki/Taxicab_geometry]
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</div>
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- <h3>.normalize() [page:Vector3]</h3>
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+ <h3>.normalize() [page:this]</h3>
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<div>
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Normalizes this vector. Transforms this Vector into a Unit vector by dividing the vector by it's length.
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</div>
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@@ -144,27 +144,27 @@
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Computes squared distance of this vector to *v*.
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</div>
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- <h3>.setLength( [page:Float l] ) [page:Vector3]</h3>
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+ <h3>.setLength( [page:Float l] ) [page:this]</h3>
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<div>
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Normalizes this vector and multiplies it by *l*.
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</div>
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- <h3>.cross( [page:Vector3 v] ) [page:Vector3]</h3>
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+ <h3>.cross( [page:Vector3 v] ) [page:this]</h3>
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<div>
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Sets this vector to cross product of itself and *v*.
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</div>
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- <h3>.crossVectors( [page:Vector3 a], [page:Vector3 b] ) [page:Vector3]</h3>
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+ <h3>.crossVectors( [page:Vector3 a], [page:Vector3 b] ) [page:this]</h3>
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<div>
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Sets this vector to cross product of *a* and *b*.
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</div>
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- <h3>.getPositionFromMatrix( [page:Matrix4 m] ) [page:Vector3]</h3>
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+ <h3>.getPositionFromMatrix( [page:Matrix4 m] ) [page:this]</h3>
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<div>
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Sets this vector extracting position from matrix transform.
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</div>
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- <h3>.getScaleFromMatrix( [page:Matrix4 m] ) [page:Vector3]</h3>
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+ <h3>.getScaleFromMatrix( [page:Matrix4 m] ) [page:this]</h3>
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<div>
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Sets this vector extracting scale from matrix transform.
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</div>
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@@ -229,12 +229,12 @@
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Adds a s to this vector.
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</div>
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- <h3>.divide([page:todo v]) [page:todo]</h3>
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+ <h3>.divide([page:todo v]) [page:todo this]</h3>
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<div>
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- v -- todo
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+ v -- [page:todo Vector3]
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</div>
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<div>
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- todo
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+ Divides this vector by vector v.
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</div>
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<h3>.min([page:todo v]) [page:todo]</h3>
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@@ -242,7 +242,7 @@
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v -- [page:todo Vector3]
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</div>
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<div>
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- Divides this vector by vector v.
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+ If this vector's x, y, or z value is less than vector v's x, y, or z value, that value is replaced by the corresponding vector v value.
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</div>
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<h3>.setComponent([page:todo index], [page:todo value]) [page:todo this]</h3>
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@@ -306,7 +306,7 @@
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v -- [page:todo Vector3]
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</div>
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<div>
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- If this vector's x, y, or z value exceeds vector v's x, y, or z value, that value is replaced by the corresponding vector v value.
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+ If this vector's x, y, or z value is greater than vector v's x, y, or z value, that value is replaced by the corresponding vector v value.
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</div>
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<h3>.angleTo([page:todo v]) [page:todo Float]</h3>
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@@ -360,18 +360,12 @@
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Multiplies this vector and m, and divides by perspective.
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</div>
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- <h3>.setEulerFromRotationMatrix([page:todo m], [page:todo order]) [page:todo]</h3>
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+ <h3>.toArray() [page:todo Array]</h3>
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<div>
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- m -- todo <br />
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- order -- todo
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- </div>
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- <div>
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- todo
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- </div>
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-
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- <h3>.toArray() [page:todo]</h3>
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- <div>
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- todo
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+ Assigns this vector's x value to array[0]. <br />
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+ Assigns this vector's y value to array[1]. <br />
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+ Assigns this vector's z value to array[2]. <br />
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+ Returns the created array.
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</div>
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<h3>.applyEuler([page:todo v], [page:todo eulerOrder]) [page:todo]</h3>
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@@ -391,15 +385,6 @@
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todo
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</div>
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- <h3>.setEulerFromQuaternion([page:todo q], [page:todo order]) [page:todo]</h3>
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- <div>
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- q -- todo <br />
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- order -- todo
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- </div>
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- <div>
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- todo
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- </div>
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-
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<h2>Source</h2>
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[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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