浏览代码

Alphabetixed Matrix4 doc

looeee 8 年之前
父节点
当前提交
9161442593
共有 1 个文件被更改,包括 126 次插入91 次删除
  1. 126 91
      docs/api/math/Matrix4.html

+ 126 - 91
docs/api/math/Matrix4.html

@@ -10,7 +10,7 @@
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">A 4x4 Matrix.</div>
+		<div class="desc">A class representing a 4x4 [link:https://en.wikipedia.org/wiki/Matrix_(mathematics) matrix].</div>
 
 
 		<h2>Example</h2>
@@ -42,148 +42,170 @@
 		<h3>[name]()</h3>
 
 		<div>
-		Creates and initializes the matrix to the identity matrix.
-		</div>
+			Creates and initializes the [name] to the 4x4
+			[link:https://en.wikipedia.org/wiki/Identity_matrix identity matrix].
+	</div>
 
 		<h2>Properties</h2>
 
 		<h3>[property:Float32Array elements]</h3>
-		<div>A column-major list of matrix values.</div>
-
-		<h2>Methods</h2>
-
-		<h3>[method:Matrix4 set]( [page:Float n11], [page:Float n12], [page:Float n13], [page:Float n14], [page:Float n21], [page:Float n22], [page:Float n23], [page:Float n24], [page:Float n31], [page:Float n32], [page:Float n33], [page:Float n34], [page:Float n41], [page:Float n42], [page:Float n43], [page:Float n44] ) [page:Matrix4 this]</h3>
 		<div>
-		Sets all fields of this matrix to the supplied row-major values n11..n44.
+		A [link:https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order column-major]
+		 list of matrix values.
 		</div>
 
-		<h3>[method:Matrix4 identity]() [page:Matrix4 this]</h3>
+		<h3>[property:Boolean isMatrix4]</h3>
 		<div>
-		Resets this matrix to identity.
-		</div>
+			Used to check whether this or derived classes are Matrix4s. Default is *true*.<br /><br />
 
-		<h3>[method:Matrix4 copy]( [page:Matrix4 m] ) [page:Matrix4 this]</h3>
-		<div>
-		Copies the values of matrix *m* into this matrix.
+			You should not change this, as it used internally for optimisation.
 		</div>
 
-		<h3>[method:Matrix4 fromArray]( [page:Array array], [page:Integer offset] ) [page:Matrix4 this]</h3>
+
+
+
+
+
+		<h2>Methods</h2>
+
+		<h3>[method:Array applyToBuffer]( [page:ArrayBuffer buffer], [page:Number offset], [page:Number length] )</h3>
 		<div>
-		array -- [page:Array] The array to read the elements from.<br />
-		offset -- [page:Integer] optional offset into the array. Default is 0.
+		[page:Array buffer] - An [link:https://developer.mozilla.org/en/docs/Web/JavaScript/Reference/Global_Objects/ArrayBuffer ArrayBuffer]
+		of floats in the form [vector1x, vector1y, vector1z, vector2x, vector2y, vector2z, ...], that represent 3D vectors.<br />>
+		[page:Number offset] - (optional) index in the array of the first vector's x component. Default is 0.<br />
+		[page:Number length] - (optional) index in the array of the last vector's z component.
+		Default is the last element in the array.<br /><br />
+
+		Multiplies (applies) the upper 3x3 matrix of this matrix to every 3D vector in the [page:ArrayBuffer buffer].
 		</div>
+
+
+		<h3>[method:Array applyToVector3Array]( [page:Array array], [page:Number offset], [page:Number length] )</h3>
 		<div>
-		Sets the elements of this matrix based on an array in column-major format.
+		[page:Array array] - An array of floats in the form [vector1x, vector1y, vector1z, vector2x, vector2y, vector2z, ...],
+		that represent 3D vectors.<br />>
+		[page:Number offset] - (optional) index in the array of the first vector's x component. Default is 0.<br />
+		[page:Number length] - (optional) index in the array of the last vector's z component.
+		Default is the last element in the array.<br /><br />
+
+		Multiplies (applies) the upper 3x3 matrix of this matrix to every 3D vector in the [page:Array array].
 		</div>
 
-		<h3>[method:Matrix4 copyPosition]( [page:Matrix4 m] ) [page:Matrix4 this]</h3>
+		<h3>[method:Matrix4 clone]()</h3>
+		<div>Creates a new Matrix4 and with identical elements to this one.</div>
+
+		<h3>[method:Matrix4 compose]( [page:Vector3 translation], [page:Quaternion quaternion], [page:Vector3 scale] )</h3>
 		<div>
-		Copies the translation component of the supplied matrix *m* into this matrix translation component.
+		Sets this matrix to the transformation composed of [page:Vector3 translation], [page:Quaternion quaternion] and [page:Vector3 scale].
 		</div>
 
-		<h3>[method:Matrix4 makeBasis]( [page:Vector3 xAxis], [page:Vector3 yAxis], [page:Vector3 zAxis] ) [page:Matrix4 this]</h3>
+		<h3>[method:Matrix4 copy]( [page:Matrix4 m] )</h3>
+		<div>Copies the elements of matrix [page:Matrix4 m] into this matrix.</div>
+
+		<h3>[method:Matrix4 copyPosition]( [page:Matrix4 m] )</h3>
 		<div>
-		Creates the basis matrix consisting of the three provided axis vectors.  Returns the current matrix.
+		Copies the translation component of the supplied matrix *m* into this matrix's translation component.
 		</div>
 
-		<h3>[method:Matrix4 extractBasis]( [page:Vector3 xAxis], [page:Vector3 yAxis], [page:Vector3 zAxis] ) [page:Matrix4 this]</h3>
+		<h3>[method:null decompose]( [page:Vector3 translation], [page:Quaternion quaternion], [page:Vector3 scale] )</h3>
 		<div>
-		Extracts basis of into the three axis vectors provided.  Returns the current matrix.
+		Decomposes this matrix into the *translation*, *quaternion* and *scale* components.
 		</div>
 
-		<h3>[method:Matrix4 extractRotation]( [page:Matrix4 m] ) [page:Matrix4 this]</h3>
+		<h3>[method:Float determinant]()</h3>
 		<div>
-		Extracts the rotation of the supplied matrix *m* into this matrix rotation component.
+		Computes and returns the determinant of this matrix.<br />
+		Based on [link:http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm]
 		</div>
 
-		<h3>[method:Matrix4 lookAt]( [page:Vector3 eye], [page:Vector3 center], [page:Vector3 up], ) [page:Matrix4 this]</h3>
+		<h3>[method:Boolean equals]( [page:Matrix4 m] )</h3>
+		<div>Return true if this and [page:Matrix4 m] are equals.</div>
+
+		<h3>[method:Matrix4 extractBasis]( [page:Vector3 xAxis], [page:Vector3 yAxis], [page:Vector3 zAxis] )</h3>
 		<div>
-		Constructs a rotation matrix, looking from *eye* towards *center* with defined *up* vector.
+		Extracts basis of into the three axis vectors provided.  Returns the current matrix.
 		</div>
 
-		<h3>[method:Matrix4 multiply]( [page:Matrix4 m] ) [page:Matrix4 this]</h3>
+		<h3>[method:Matrix4 extractRotation]( [page:Matrix4 m] )</h3>
 		<div>
-		Post-multiplies this matrix by *m*.
+		Extracts the rotation of the supplied matrix *m* into this matrix rotation component.
 		</div>
 
-		<h3>[method:Matrix4 premultiply]( [page:Matrix4 m] ) [page:Matrix4 this]</h3>
+		<h3>[method:Matrix4 fromArray]( [page:Array array], [page:Integer offset] )</h3>
 		<div>
-		Pre-multiplies this matrix by *m*.
+		array -- [page:Array] The array to read the elements from.<br />
+		offset -- [page:Integer] optional offset into the array. Default is 0.
 		</div>
-
-		<h3>[method:Matrix4 multiplyMatrices]( [page:Matrix4 a], [page:Matrix4 b] ) [page:Matrix4 this]</h3>
 		<div>
-		Sets this matrix to *a x b*.
+		Sets the elements of this matrix based on an array in column-major format.
 		</div>
 
-		<h3>[method:Matrix4 multiplyToArray]( [page:Matrix4 a], [page:Matrix4 b], [page:Array r] ) [page:Matrix4 this]</h3>
+		<h3>[method:Matrix4 getInverse]( [page:Matrix4 m] )</h3>
 		<div>
-		Sets this matrix to *a x b* and stores the result into the flat array *r*.<br />
-		*r* can be either a regular Array or a TypedArray.
+		Sets this matrix to the inverse of matrix *m*.<br />
+		Based on [link:http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm].
 		</div>
 
-		<h3>[method:Matrix4 multiplyScalar]( [page:Float s] ) [page:Matrix4 this]</h3>
+		<h3>[method:Float getMaxScaleOnAxis]()</h3>
 		<div>
-		Multiplies every component of the matrix by a scalar value *s*.
+		Gets the maximum scale value of the 3 axes.
 		</div>
 
-		<h3>[method:Float determinant]() [page:Matrix4 this]</h3>
+		<h3>[method:Matrix4 identity]()</h3>
 		<div>
-		Computes and returns the determinant of this matrix.<br />
-		Based on [link:http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm]
+		Resets this matrix to identity.
 		</div>
 
-		<h3>[method:Matrix4 transpose]() [page:Matrix4 this]</h3>
+		<h3>[method:Matrix4 lookAt]( [page:Vector3 eye], [page:Vector3 center], [page:Vector3 up], )</h3>
 		<div>
-		Transposes this matrix.
+		Constructs a rotation matrix, looking from *eye* towards *center* with defined *up* vector.
 		</div>
 
-		<h3>[method:Matrix4 setPosition]( [page:Vector3 v] ) [page:Matrix4 this]</h3>
+		<h3>[method:Matrix4 makeRotationAxis]( [page:Vector3 axis], [page:Float theta] )</h3>
 		<div>
-		Sets the position component for this matrix from vector *v*.
+		axis — Rotation axis, should be normalized.
+		theta — Rotation angle in radians.
 		</div>
-
-		<h3>[method:Matrix4 getInverse]( [page:Matrix4 m] ) [page:Matrix4 this]</h3>
 		<div>
-		Sets this matrix to the inverse of matrix *m*.<br />
-		Based on [link:http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm].
+		Sets this matrix as rotation transform around *axis* by *angle* radians.<br />
+		Based on [link:http://www.gamedev.net/reference/articles/article1199.asp].
 		</div>
 
-		<h3>[method:Matrix4 makeRotationFromEuler]( [page:Euler euler] ) [page:Matrix4 this]</h3>
+		<h3>[method:Matrix4 makeBasis]( [page:Vector3 xAxis], [page:Vector3 yAxis], [page:Vector3 zAxis] )</h3>
 		<div>
-		euler — Rotation vector followed by order of rotations, e.g., "XYZ".
+		Creates the basis matrix consisting of the three provided axis vectors.  Returns the current matrix.
 		</div>
+
+		<h3>[method:Matrix4 makeFrustum]( [page:Float left], [page:Float right], [page:Float bottom], [page:Float top], [page:Float near], [page:Float far] )</h3>
 		<div>
-		Sets the rotation submatrix of this matrix to the rotation specified by Euler angles, the rest of the matrix is identity.<br />
-		Default order is *"XYZ"*.
+		Creates a [page:Frustum frustum] matrix.
 		</div>
 
-		<h3>[method:Matrix4 makeRotationFromQuaternion]( [page:Quaternion q] ) [page:Matrix4 this]</h3>
+		<h3>[method:Matrix4 makeOrthographic]( [page:Float left], [page:Float right], [page:Float top], [page:Float bottom], [page:Float near], [page:Float far] )</h3>
 		<div>
-		Sets the rotation submatrix of this matrix to the rotation specified by *q*. The rest of the matrix is identity.
+		Creates an orthographic projection matrix.
 		</div>
 
-		<h3>[method:Matrix4 scale]( [page:Vector3 v] ) [page:Matrix4 this]</h3>
+		<h3>[method:Matrix4 makePerspective]( [page:Float fov], [page:Float aspect], [page:Float near], [page:Float far] )</h3>
 		<div>
-		Multiplies the columns of this matrix by vector *v*.
+		Creates a perspective projection matrix.
 		</div>
 
-		<h3>[method:Matrix4 compose]( [page:Vector3 translation], [page:Quaternion quaternion], [page:Vector3 scale] ) [page:Matrix4 this]</h3>
+		<h3>[method:Matrix4 makeRotationFromEuler]( [page:Euler euler] )</h3>
 		<div>
-		Sets this matrix to the transformation composed of *translation*, *quaternion* and *scale*.
+		euler — Rotation vector followed by order of rotations, e.g., "XYZ".
 		</div>
-
-		<h3>[method:null decompose]( [page:Vector3 translation], [page:Quaternion quaternion], [page:Vector3 scale] ) [page:Matrix4 this]</h3>
 		<div>
-		Decomposes this matrix into the *translation*, *quaternion* and *scale* components.
+		Sets the rotation submatrix of this matrix to the rotation specified by Euler angles, the rest of the matrix is identity.<br />
+		Default order is *"XYZ"*.
 		</div>
 
-		<h3>[method:Matrix4 makeTranslation]( [page:Float x], [page:Float y], [page:Float z] ) [page:Matrix4 this]</h3>
+		<h3>[method:Matrix4 makeRotationFromQuaternion]( [page:Quaternion q] )</h3>
 		<div>
-		Sets this matrix as translation transform.
+		Sets the rotation submatrix of this matrix to the rotation specified by *q*. The rest of the matrix is identity.
 		</div>
 
-		<h3>[method:Matrix4 makeRotationX]( [page:Float theta] ) [page:Matrix4 this]</h3>
+		<h3>[method:Matrix4 makeRotationX]( [page:Float theta] )</h3>
 		<div>
 		theta — Rotation angle in radians.
 		</div>
@@ -191,7 +213,7 @@
 		Sets this matrix as rotation transform around x axis by *theta* radians.
 		</div>
 
-		<h3>[method:Matrix4 makeRotationY]( [page:Float theta] ) [page:Matrix4 this]</h3>
+		<h3>[method:Matrix4 makeRotationY]( [page:Float theta] )</h3>
 		<div>
 		theta — Rotation angle in radians.
 		</div>
@@ -199,7 +221,7 @@
 		Sets this matrix as rotation transform around y axis by *theta* radians.
 		</div>
 
-		<h3>[method:Matrix4 makeRotationZ]( [page:Float theta] ) [page:Matrix4 this]</h3>
+		<h3>[method:Matrix4 makeRotationZ]( [page:Float theta] )</h3>
 		<div>
 		theta — Rotation angle in radians.
 		</div>
@@ -207,55 +229,63 @@
 		Sets this matrix as rotation transform around z axis by *theta* radians.
 		</div>
 
-		<h3>[method:Matrix4 makeRotationAxis]( [page:Vector3 axis], [page:Float theta] ) [page:Matrix4 this]</h3>
+		<h3>[method:Matrix4 makeScale]( [page:Float x], [page:Float y], [page:Float z] )</h3>
 		<div>
-		axis — Rotation axis, should be normalized.
-		theta — Rotation angle in radians.
+		Sets this matrix as scale transform.
 		</div>
+
+		<h3>[method:Matrix4 makeShear]( [page:Float x], [page:Float y], [page:Float z] )</h3>
 		<div>
-		Sets this matrix as rotation transform around *axis* by *angle* radians.<br />
-		Based on [link:http://www.gamedev.net/reference/articles/article1199.asp].
+		Sets this matrix as shear transform.
 		</div>
 
-		<h3>[method:Matrix4 makeScale]( [page:Float x], [page:Float y], [page:Float z] ) [page:Matrix4 this]</h3>
+		<h3>[method:Matrix4 makeTranslation]( [page:Float x], [page:Float y], [page:Float z] )</h3>
 		<div>
-		Sets this matrix as scale transform.
+		Sets this matrix as translation transform.
 		</div>
 
-		<h3>[method:Matrix4 makeFrustum]( [page:Float left], [page:Float right], [page:Float bottom], [page:Float top], [page:Float near], [page:Float far] ) [page:Matrix4 this]</h3>
+		<h3>[method:Matrix4 multiply]( [page:Matrix4 m] )</h3>
 		<div>
-		Creates a [page:Frustum frustum] matrix.
+		Post-multiplies this matrix by *m*.
 		</div>
 
-		<h3>[method:Matrix4 makePerspective]( [page:Float fov], [page:Float aspect], [page:Float near], [page:Float far] ) [page:Matrix4 this]</h3>
+		<h3>[method:Matrix4 multiplyMatrices]( [page:Matrix4 a], [page:Matrix4 b] )</h3>
 		<div>
-		Creates a perspective projection matrix.
+		Sets this matrix to *a x b*.
 		</div>
 
-		<h3>[method:Matrix4 makeOrthographic]( [page:Float left], [page:Float right], [page:Float top], [page:Float bottom], [page:Float near], [page:Float far] ) [page:Matrix4 this]</h3>
+		<h3>[method:Matrix4 multiplyScalar]( [page:Float s] )</h3>
 		<div>
-		Creates an orthographic projection matrix.
+		Multiplies every component of the matrix by a scalar value *s*.
+		</div>
+
+		<h3>[method:Matrix4 multiplyToArray]( [page:Matrix4 a], [page:Matrix4 b], [page:Array r] )</h3>
+		<div>
+		Sets this matrix to *a x b* and stores the result into the flat array *r*.<br />
+		*r* can be either a regular Array or a TypedArray.
 		</div>
 
-		<h3>[method:Array applyToVector3Array]( [page:Array a] ) [page:Matrix4 this]</h3>
+		<h3>[method:Matrix4 premultiply]( [page:Matrix4 m] )</h3>
 		<div>
-		array -- An array in the form [vector1x, vector1y, vector1z, vector2x, vector2y, vector2z, ...]
+		Pre-multiplies this matrix by *m*.
 		</div>
+
+		<h3>[method:Matrix4 scale]( [page:Vector3 v] )</h3>
 		<div>
-		Multiplies (applies) this matrix to every vector3 in the array.
+		Multiplies the columns of this matrix by vector *v*.
 		</div>
 
-		<h3>[method:Float getMaxScaleOnAxis]() [page:Matrix4 this]</h3>
+		<h3>[method:Matrix4 set]( [page:Float n11], [page:Float n12], [page:Float n13], [page:Float n14], [page:Float n21], [page:Float n22], [page:Float n23], [page:Float n24], [page:Float n31], [page:Float n32], [page:Float n33], [page:Float n34], [page:Float n41], [page:Float n42], [page:Float n43], [page:Float n44] )</h3>
 		<div>
-		Gets the maximum scale value of the 3 axes.
+		Sets all fields of this matrix to the supplied row-major values n11..n44.
 		</div>
 
-		<h3>[method:Matrix4 clone]() [page:Matrix4 this]</h3>
+		<h3>[method:Matrix4 setPosition]( [page:Vector3 v] )</h3>
 		<div>
-		Creates a copy of this matrix.
+		Sets the position component for this matrix from vector *v*.
 		</div>
 
-		<h3>[method:Array toArray]( [page:Array array], [page:Integer offset] ) [page:Matrix4 this]</h3>
+		<h3>[method:Array toArray]( [page:Array array], [page:Integer offset] )</h3>
 		<div>
 		array -- [page:Array] optional array to store the vector <br />
 		offset -- [page:Integer] optional offset into the array
@@ -264,6 +294,11 @@
 		Writes the elements of this matrix to an array in column-major format.
 		</div>
 
+		<h3>[method:Matrix4 transpose]()</h3>
+		<div>
+		Transposes this matrix.
+		</div>
+
 		<h2>Source</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]