Lewy Blue пре 8 година
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4 измењених фајлова са 207 додато и 183 уклоњено
  1. 4 2
      docs/api/math/Line3.html
  2. 4 2
      docs/api/math/Quaternion.html
  3. 2 2
      docs/api/math/Spherical.html
  4. 197 177
      docs/api/math/Vector2.html

+ 4 - 2
docs/api/math/Line3.html

@@ -87,11 +87,13 @@
 		</div>
 		</div>
 
 
 		<h3>[method:Float distance]()</h3>
 		<h3>[method:Float distance]()</h3>
-		<div>Returns the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean distance] between the line's [page:.start start] and [page:.end end] vectors.</div>
+		<div>Returns the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean distance]
+		(straight-line distance) between the line's [page:.start start] and [page:.end end] vectors.</div>
 
 
 		<h3>[method:Float distanceSq]()</h3>
 		<h3>[method:Float distanceSq]()</h3>
 		<div>
 		<div>
-			Returns the square of the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean distance] between the line's [page:.start start]
+			Returns the square of the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean distance]
+			(straight-line distance) between the line's [page:.start start]
 			and [page:.end end] vectors.
 			and [page:.end end] vectors.
 		</div>
 		</div>
 
 

+ 4 - 2
docs/api/math/Quaternion.html

@@ -115,11 +115,13 @@
 		</div>
 		</div>
 
 
 		<h3>[method:Float length]()</h3>
 		<h3>[method:Float length]()</h3>
-		<div>Computes the Euclidean length of this quaternion, considered as a 4 dimensional vector.</div>
+		<div>Computes the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length]
+		(straight-line length) of this quaternion, considered as a 4 dimensional vector.</div>
 
 
 		<h3>[method:Float lengthSq]()</h3>
 		<h3>[method:Float lengthSq]()</h3>
 		<div>
 		<div>
-			Computes the Euclidean length of this quaternion, considered as a 4 dimensional
+			Computes the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length]
+			(straight-line length) of this quaternion, considered as a 4 dimensional
 			vector. This can be useful if you are comparing the lengths of two quaternions,
 			vector. This can be useful if you are comparing the lengths of two quaternions,
 			as this is a slightly more efficient calculation than [page:.length length]().
 			as this is a slightly more efficient calculation than [page:.length length]().
 		</div>
 		</div>

+ 2 - 2
docs/api/math/Spherical.html

@@ -18,8 +18,8 @@
 
 
 		<h3>[name]( [page:Float radius], [page:Float phi], [page:Float theta] )</h3>
 		<h3>[name]( [page:Float radius], [page:Float phi], [page:Float theta] )</h3>
 		<div>
 		<div>
-		[page:Float radius] - the radius, or the Euclidean distance from the point to the
-		origin. Default is *1.0*.<br />
+		[page:Float radius] - the radius, or the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean distance]
+		(straight-line distance) from the point to the origin. Default is *1.0*.<br />
 		[page:Float phi] - polar angle from the y (up) axis. Default is *0*.<br />
 		[page:Float phi] - polar angle from the y (up) axis. Default is *0*.<br />
 		[page:Float theta] - equator angle around the y (up) axis. Default is *0*.<br /><br />
 		[page:Float theta] - equator angle around the y (up) axis. Default is *0*.<br /><br />
 
 

+ 197 - 177
docs/api/math/Vector2.html

@@ -10,12 +10,38 @@
 	<body>
 	<body>
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
-		<div class="desc">2D vector.</div>
+		<div class="desc">
+			Class representing a 2D [link:https://en.wikipedia.org/wiki/Vector_space vector].
+
+			A 2D vector is an ordered pair of numbers (labeled x and y), which can be used to
+			represent a number of things, such as:
+
+			<ul>
+				<li>
+					A point in 2D space (i.e. a position on a plane).
+				</li>
+				<li>
+					A direction and length across a plane. In Three the length will always be the
+					[link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean distance]
+					(straight-line distance) from (0, 0) to (x, y) and the direction is also
+					measured from (0, 0) towards (x, y).
+				</li>
+				<li>
+					Any arbitrary ordered pair of numbers.
+				</li>
+			</ul>
+
+			There are other things a 2D vector can be used to represent, such as momentum
+			vectors, complex numbers and so on,	however these are the most common uses in Three.
+		</div>
 
 
 		<h2>Example</h2>
 		<h2>Example</h2>
 
 
-		<code>var a = new THREE.Vector2( 0, 1 );
-		var b = new THREE.Vector2( 1, 0 );
+		<code>
+		var a = new THREE.Vector2( 0, 1 );
+
+		//no arguments; will be initialised to (0, 0)
+		var b = new THREE.Vector2( );
 
 
 		var d = a.distanceTo( b );
 		var d = a.distanceTo( b );
 		</code>
 		</code>
@@ -26,15 +52,27 @@
 
 
 		<h3>[name]( [page:Float x], [page:Float y] )</h3>
 		<h3>[name]( [page:Float x], [page:Float y] )</h3>
 		<div>
 		<div>
-		x -- [page:Float] representing the x value of the vector <br />
-		y -- [page:Float] representing the y value of the vector
+		[page:Float x] - the x value of the vector. Default is *0*.<br />
+		[page:Float y] -  the y value of the vector<br /><br />
+
+		Created a new [name]
 		</div>
 		</div>
+
+
+		<h2>Properties</h2>
+
+		<h3>[property:Boolean isVector2]</h3>
 		<div>
 		<div>
-		A vector in 2 dimensional space
+			Used to check whether this or derived classes are Vector2s. Default is *true*.<br /><br />
+
+			You should not change this, as it used internally for optimisation.
 		</div>
 		</div>
 
 
+		<h3>[property:Float height]</h3>
+		<div>Alias for [page:.y y].</div>
 
 
-		<h2>Properties</h2>
+		<h3>[property:Float width]</h3>
+		<div>Alias for [page:.x x].</div>
 
 
 		<h3>[property:Float x]</h3>
 		<h3>[property:Float x]</h3>
 
 
@@ -43,270 +81,252 @@
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 
 
-		<h3>[method:Vector2 set]( [page:Float x], [page:Float y] ) [page:Vector2 this]</h3>
-		<div>
-		Sets value of this vector.
-		</div>
+		<h3>[method:Vector2 add]( [page:Vector2 v] )</h3>
+		<div>Adds [page:Vector2 v] to this vector.</div>
 
 
-		<h3>[method:Vector2 setX]( [page:Float x] ) [page:Vector2 this]</h3>
-		<div>
-		x -- [page:Float]
-		</div>
-		<div>
-		replace this vector's x value with x.
-		</div>
+		<h3>[method:Vector2 addScalar]( [page:Float s] )</h3>
+		<div>Add the scalar value s to this vector's [page:.x x] and [page:.y y] values.</div>
 
 
-		<h3>[method:Vector2 setY]( [page:Float y] ) [page:Vector2 this]</h3>
-		<div>
-		y -- [page:Float]
-		</div>
-		<div>
-		replace this vector's y value with y.
-		</div>
+		<h3>[method:Vector2 addScaledVector]( [page:Vector2 v], [page:Float s] )</h3>
+		<div>Adds the multiple of [page:Vector2 v] and [page:Float s] to this vector.</div>
 
 
-		<h3>[method:Vector2 setScalar]( [page:Float scalar] ) [page:Vector2 this]</h3>
-		<div>
-		scalar -- [page:Float]
-		</div>
-		<div>
-		set all component values of this vector to *scalar*.
-		</div>
+		<h3>[method:Vector2 addVectors]( [page:Vector2 a], [page:Vector2 b] )</h3>
+		<div>Sets this vector to [page:Vector2 a] + [page:Vector2 b].</div>
 
 
-		<h3>[method:Vector2 copy]( [page:Vector2 v] ) [page:Vector2 this]</h3>
+		<h3>[method:Float angle]()</h3>
 		<div>
 		<div>
-		Copies value of *v* to this vector.
+		Computes the angle in radians of this vector with respect to the positive x-axis.
 		</div>
 		</div>
 
 
-		<h3>[method:Vector2 fromArray]( [page:Array array], [page:Integer offset] ) [page:Vector2 this]</h3>
-		<div>
-		array -- The source array of length 2 <br />
-		offset -- An optional offset into the array.
-		</div>
+		<h3>[method:Vector2 ceil]()</h3>
 		<div>
 		<div>
-		Sets this vector's x value to be array[0] and y value to be array[1].
+		The [page:.x x] and [page:.y y] components of the vector are rounded up to the nearest integer value.
 		</div>
 		</div>
 
 
-		<h3>[method:Vector2 add]( [page:Vector2 v] ) [page:Vector2 this]</h3>
+		<h3>[method:Vector2 clamp]( [page:Vector2 min], [page:Vector2 max] )</h3>
 		<div>
 		<div>
-		Adds *v* to this vector.
-		</div>
+		[page:Vector2 min] - the minimum x and y values.<br />
+		[page:Vector2 max] - the maximum x and y values in the desired range<br /><br />
 
 
-		<h3>[method:Vector2 addVectors]( [page:Vector2 a], [page:Vector2 b] ) [page:Vector2 this]</h3>
-		<div>
-		Sets this vector to *a + b*.
+		If this vector's x or y value is greater than the max vector's x or y value, it is replaced by the corresponding value. <br /><br />
+		If this vector's x or y value is less than the min vector's x or y value, it is replaced by the corresponding value.
 		</div>
 		</div>
 
 
-		<h3>[method:Vector2 addScaledVector]( [page:Vector2 v], [page:Float s] ) [page:Vector2 this]</h3>
+		<h3>[method:Vector2 clampLength]( [page:Float min], [page:Float max] )</h3>
 		<div>
 		<div>
-		Adds the multiple of v and s to this vector.
-		</div>
+		[page:Float min] - the minimum value the length will be clamped to <br />
+		[page:Float max] - the maximum value the length will be clamped to<br /><br />
 
 
-		<h3>[method:Vector2 sub]( [page:Vector2 v] ) [page:Vector2 this]</h3>
-		<div>
-		Subtracts *v* from this vector.
+		If this vector's length is greater than the max value, it is replaced by the max value. <br /><br />
+		If this vector's length is less than the min value, it is replaced by the min value.
 		</div>
 		</div>
 
 
-		<h3>[method:Vector2 subVectors]( [page:Vector2 a], [page:Vector2 b] ) [page:Vector2 this]</h3>
+		<h3>[method:Vector2 clampScalar]( [page:Float min], [page:Float max] )</h3>
 		<div>
 		<div>
-		Sets this vector to *a - b*.
-		</div>
+		[page:Float min] - the minimum value the components will be clamped to <br />
+		[page:Float max] - the maximum value the components will be clamped to<br /><br />
 
 
-		<h3>[method:Vector2 multiplyScalar]( [page:Float s] ) [page:Vector2 this]</h3>
-		<div>
-		Multiplies this vector by scalar *s*.
+		If this vector's x or y values are greater than the max value, they are replaced by the max value. <br /><br />
+		If this vector's x or y values are less than the min value, they are replaced by the min value.
 		</div>
 		</div>
 
 
-		<h3>[method:Vector2 divideScalar]( [page:Float s] ) [page:Vector2 this]</h3>
+		<h3>[method:Vector2 clone]()</h3>
 		<div>
 		<div>
-		Divides this vector by scalar *s*.<br />
-		Set vector to *( 0, 0 )* if *s == 0*.
+		Returns a new vector2 with the same [page:.x x] and [page:.y y] values as this one.
 		</div>
 		</div>
 
 
-		<h3>[method:Vector2 negate]() [page:Vector2 this]</h3>
+		<h3>[method:Vector2 copy]( [page:Vector2 v] )</h3>
 		<div>
 		<div>
-		Inverts this vector.
+			Copies the values of the passed vector2's [page:.x x] and [page:.y y]
+			properties to this vector2.
 		</div>
 		</div>
 
 
-		<h3>[method:Float dot]( [page:Vector2 v] ) [page:Vector2 this]</h3>
-		<div>
-		Computes dot product of this vector and *v*.
-		</div>
+		<h3>[method:Float distanceTo]( [page:Vector2 v] )</h3>
+		<div>Computes the distance from this vector to [page:Vector2 v].</div>
 
 
-		<h3>[method:Float lengthSq]() [page:Vector2 this]</h3>
+		<h3>[method:Float distanceToManhattan]( [page:Vector2 v] )</h3>
 		<div>
 		<div>
-		Computes the squared length of this vector.
+		Computes the [link:https://en.wikipedia.org/wiki/Taxicab_geometry Manhattan distance] from this vector to [page:Vector2 v].
 		</div>
 		</div>
 
 
-		<h3>[method:Float length]() [page:Vector2 this]</h3>
+		<h3>[method:Float distanceToSquared]( [page:Vector2 v] )</h3>
 		<div>
 		<div>
-		Computes the length of this vector.
+		Computes the squared distance from this vector to [page:Vector2 v]. If you are just
+		comparing the distance with another distance, you should compare the distance squared instead
+		as it is slightly more efficient to calculate.
 		</div>
 		</div>
 
 
-		<h3>[method:Float lengthManhattan]() [page:Vector2 this]</h3>
-		<div>
-		Computes the Manhattan length of this vector.<br />
-		[link:http://en.wikipedia.org/wiki/Taxicab_geometry]
-		</div>
+		h3>[method:Vector2 divide]( [page:Vector2 v] )</h3>
+		<div>Divides this vector by [page:Vector2 v].</div>
 
 
-		<h3>[method:Vector2 normalize]() [page:Vector2 this]</h3>
+		<h3>[method:Vector2 divideScalar]( [page:Float s] )</h3>
 		<div>
 		<div>
-		Normalizes this vector.
+		Divides this vector by scalar [page:Float s].<br />
+		Sets vector to *( 0, 0 )* if *[page:Float s] = 0*.
 		</div>
 		</div>
 
 
-		<h3>[method:Float angle]() [page:Vector2 this]</h3>
+		<h3>[method:Float dot]( [page:Vector2 v] )</h3>
 		<div>
 		<div>
-		Computes the angle in radians of this vector with respect to the positive x-axis.
+		Calculate the [link:https://en.wikipedia.org/wiki/Dot_product dot product] of this
+	  vector and [page:Vector2 v].
 		</div>
 		</div>
 
 
-		<h3>[method:Float distanceTo]( [page:Vector2 v] )</h3>
-		<div>
-		Computes the distance from this vector to *v*.
-		</div>
+		<h3>[method:Boolean equals]( [page:Vector2 v] )</h3>
+		<div>Checks for strict equality of this vector and [page:Vector2 v].</div>
 
 
-		<h3>[method:Float distanceToSquared]( [page:Vector2 v] )</h3>
-		<div>
-		Computes the squared distance from this vector to *v*.
-		</div>
+		<h3>[method:Vector2 floor]()</h3>
+		<div>The components of the vector are rounded down to the nearest integer value.</div>
 
 
-		<h3>[method:Float distanceToManhattan]( [page:Vector2 v] )</h3>
+		<h3>[method:Vector2 fromArray]( [page:Array array], [page:Integer offset] )</h3>
 		<div>
 		<div>
-		Computes the Manhattan distance from this vector to *v*.
+		[page:Array array] - the source array.<br />
+		[page:Integer offset] - ( optional) offset into the array. Default is 0.<br /><br />
+
+		Sets this vector's [page:.x x] value to be array[0] and [page:.y y] value to be array[1].
 		</div>
 		</div>
 
 
-		<h3>[method:Vector2 setLength]( [page:Float l] ) [page:Vector2 this]</h3>
+		<h3>[method:Vector2 fromAttribute]( [page:BufferAttribute attribute], [page:Integer index], [page:Integer offset] )</h3>
 		<div>
 		<div>
-		Normalizes this vector and multiplies it by *l*.
+		[page:BufferAttribute attribute] - the source attribute.<br />
+		[page:Integer index] - index in the attribute.<br /><br />
+		[page:Integer offset] - (optional) offset into the attribute. Default is 0.<br /><br />
+
+		Sets this vector's [page:.x x] and [page:.y y] values from the [page:BufferAttribute attribute].
 		</div>
 		</div>
 
 
-		<h3>[method:Vector2 clamp]( [page:Vector2 min], [page:Vector2 max] ) [page:Vector2 this]</h3>
+		<h3>[method:Float getComponent]( [page:Integer index] )</h3>
 		<div>
 		<div>
-		min -- [page:Vector2] containing the min x and y values in the desired range <br />
-		max -- [page:Vector2] containing the max x and y values in the desired range
+		[page:Integer index] - 0 or 1.<br /><br />
+
+		if index equals 0 returns the [page:.x x] value. <br />
+		if index equals 1 returns the [page:.y y] value.
 		</div>
 		</div>
+
+		<h3>[method:Float length]()</h3>
+		<div>Computes the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length]
+		(straight-line length) from (0, 0) to (x, y).</div>
+
+		<h3>[method:Float lengthManhattan]()</h3>
 		<div>
 		<div>
-		If this vector's x or y value is greater than the max vector's x or y value, it is replaced by the corresponding value. <br /><br />
-		If this vector's x or y value is less than the min vector's x or y value, it is replaced by the corresponding value.
+		Computes the [link:http://en.wikipedia.org/wiki/Taxicab_geometry Manhattan length] of this vector.
 		</div>
 		</div>
 
 
-		<h3>[method:Vector2 clampScalar]( [page:Float min], [page:Float max] ) [page:Vector2 this]</h3>
+		<h3>[method:Float lengthSq]()</h3>
 		<div>
 		<div>
-		min -- [page:Float] the minimum value the components will be clamped to <br />
-		max -- [page:Float] the maximum value the components will be clamped to
+		Computes the square of the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length]
+		(straight-line length) from (0, 0) to (x, y). If you are 	comparing the lengths of
+		vectors, you should compare the length squared instead as it is slightly more efficient to calculate.
 		</div>
 		</div>
+
+		<h3>[method:Vector2 lerp]( [page:Vector2 v], [page:Float alpha] )</h3>
 		<div>
 		<div>
-		If this vector's x or y values are greater than the max value, they are replaced by the max value. <br /><br />
-		If this vector's x or y values are less than the min value, they are replaced by the min value.
+		[page:Vector2 v] - [page:Vector2] to interpolate towards.<br />
+		alpha - [page:Float] between 0 and 1<br /><br />
+
+		Linearly interpolate between this vector and [page:Vector2 v], where alpha is the
+		distance along the line - alpha = 0 will be this vector, and alpha = 1 will be [page:Vector2 v].
 		</div>
 		</div>
 
 
-		<h3>[method:Vector2 clampLength]( [page:Float min], [page:Float max] ) [page:Vector2 this]</h3>
+		<h3>[method:Vector2 lerpVectors]( [page:Vector2 v1], [page:Vector2 v2], [page:Float alpha] )</h3>
 		<div>
 		<div>
-		min -- [page:Float] the minimum value the length will be clamped to <br />
-		max -- [page:Float] the maximum value the length will be clamped to
+		[page:Vector2 v1] - the starting [page:Vector2].<br />
+		[page:Vector2 v2] - [page:Vector2] to interpolate towards<br />
+		alpha - [page:Float] between 0 and 1<br /><br />
+
+		Sets this vector to be the vector linearly interpolated between [page:Vector2 v1] and
+		[page:Vector2 v2] where alpha is the distance along the line connecting the two vectors
+		- alpha = 0 will be [page:Vector2 v1], and alpha = 1 will be [page:Vector2 v2].
 		</div>
 		</div>
+
+		<h3>[method:Vector2 negate]()</h3>
+		<div>Inverts this vector - i.e. sets x = -x and y = -y.</div>
+
+		<h3>[method:Vector2 normalize]()</h3>
 		<div>
 		<div>
-		If this vector's length is greater than the max value, it is replaced by the max value. <br /><br />
-		If this vector's length is less than the min value, it is replaced by the min value.
+		Normalizes this vector - that is, sets it equal to the vector with the same direction
+		as this one, but [page:.length length] 1.
 		</div>
 		</div>
 
 
-		<h3>[method:Vector2 floor]() [page:Vector2 this]</h3>
+		<h3>[method:Vector2 max]( [page:Vector2 v] )</h3>
 		<div>
 		<div>
-		The components of the vector are rounded downwards (towards negative infinity) to an integer value.
+		If this vector's x or y value is less than [page:Vector2 v's] x or y value, replace
+		that value with the corresponding max value.
 		</div>
 		</div>
 
 
-		<h3>[method:Vector2 ceil]() [page:Vector2 this]</h3>
+		<h3>[method:Vector2 min]( [page:Vector2 v] )</h3>
 		<div>
 		<div>
-		The components of the vector are rounded upwards (towards positive infinity) to an integer value.
+		If this vector's x or y value is greater than [page:Vector2 v's] x or y value, replace
+		that value with the corresponding min value.
 		</div>
 		</div>
 
 
-		<h3>[method:Vector2 round]() [page:Vector2 this]</h3>
+		<h3>[method:Vector2 multiply]( [page:Vector2 v] )</h3>
+		<div>Multiplies this vector by [page:Vector2 v].</div>
+
+
+		<h3>[method:Vector2 multiplyScalar]( [page:Float s] )</h3>
+		<div>Multiplies this vector by scalar [page:Float s].</div>
+
+		<h3>[method:Vector2 rotateAround]( [page:Vector2 center], [page:float angle] )</h3>
 		<div>
 		<div>
-		The components of the vector are rounded towards the nearest integer value.
+			[page:Vector2 center] - the point around which to rotate.<br />
+			[page:float angle] - the angle to rotate, in radians.<br /><br />
+
+			Rotate the vector arounf [page:Vector2 center] by [page:float angle] radians.
 		</div>
 		</div>
 
 
-		<h3>[method:Vector2 roundToZero]() [page:Vector2 this]</h3>
+		<h3>[method:Vector2 round]()</h3>
+		<div>The components of the vector are rounded towards the nearest integer value.</div>
+
+		<h3>[method:Vector2 roundToZero]()</h3>
 		<div>
 		<div>
 		The components of the vector are rounded towards zero (up if negative, down if positive) to an integer value.
 		The components of the vector are rounded towards zero (up if negative, down if positive) to an integer value.
 		</div>
 		</div>
 
 
-		<h3>[method:Vector2 lerp]( [page:Vector2 v], [page:Float alpha] ) [page:Vector2 this]</h3>
-		<div>
-		v -- [page:Vector2] <br />
-		alpha -- [page:Float] between 0 and 1;
-		</div>
-		<div>
-		Linear interpolation between this vector and v, where alpha is the percent along the line.
-		</div>
+		<h3>[method:Vector2 set]( [page:Float x], [page:Float y] )</h3>
+		<div>Sets the [page:.x x] and [page:.y y] components of this vector.</div>
 
 
-		<h3>[method:Vector2 lerpVectors]( [page:Vector2 v1], [page:Vector2 v2], [page:Float alpha] ) [page:Vector2 this]</h3>
+		<h3>[method:null setComponent]( [page:Integer index], [page:Float value] )</h3>
 		<div>
 		<div>
-		v1 -- [page:Vector2] <br />
-		v2 -- [page:Vector2] <br />
-		alpha -- [page:Float] between 0 and 1.
-		</div>
-		<div>
-		Sets this vector to be the vector linearly interpolated between *v1* and *v2* with *alpha* factor.
-		</div>
+		[page:Integer index] - 0 or 1.<br />
+		[page:Float value] - [page:Float]<br /><br />
 
 
-		<h3>[method:null setComponent]( [page:Integer index], [page:Float value] ) [page:Vector2 this]</h3>
-		<div>
-		index -- 0 or 1 <br />
-		value -- [page:Float]
-		</div>
-		<div>
-		if index equals 0 method replaces this.x with value. <br />
-		if index equals 1 method replaces this.y with value.
+		if index equals 0 method replaces [page:.x x] with [page:Float value]. <br />
+		if index equals 1 method replaces [page:.y y] with [page:Float value]
 		</div>
 		</div>
 
 
-		<h3>[method:Vector2 addScalar]( [page:Float s] ) [page:Vector2 this]</h3>
+		<h3>[method:Vector2 setLength]( [page:Float l] )</h3>
 		<div>
 		<div>
-		s -- [page:Float]
-		</div>
-		<div>
-		Add the scalar value s to this vector's x and y values.
+		Set this vector to the vector with the same direction as this one, but [page:.length length]
+		[page:Float l].
 		</div>
 		</div>
 
 
-		<h3>[method:Float getComponent]( [page:Integer index] ) [page:Vector2 this]</h3>
-		<div>
-		index -- 0 or 1
-		</div>
+		<h3>[method:Vector2 setScalar]( [page:Float scalar] )</h3>
 		<div>
 		<div>
-		if index equals 0 returns the x value. <br />
-		if index equals 1 returns the y value.
+		Set the [page:.x x] and [page:.y y] values of this vector both equal to [page:Float scalar].
 		</div>
 		</div>
 
 
-		<h3>[method:Vector2 min]( [page:Vector2 v] ) [page:Vector2 this]</h3>
-		<div>
-		v -- [page:Vector2]
-		</div>
-		<div>
-		If this vector's x or y value is greater than v's x or y value, replace that value with the corresponding min value.
-		</div>
+		<h3>[method:Vector2 setX]( [page:Float x] )</h3>
+		<div>Replace this vector's [page:.x x] value with [page:Float x].</div>
 
 
-		<h3>[method:Vector2 max]( [page:Vector2 v] ) [page:Vector2 this]</h3>
-		<div>
-		v -- [page:Vector2]
-		</div>
-		<div>
-		If this vector's x or y value is less than v's x or y value, replace that value with the corresponding max value.
-		</div>
+		<h3>[method:Vector2 setY]( [page:Float y] )</h3>
+		<div>Replace this vector's [page:.y y] value with [page:Float y].</div>
 
 
-		<h3>[method:Boolean equals]( [page:Vector2 v] ) [page:Vector2 this]</h3>
-		<div>
-		Checks for strict equality of this vector and *v*.
-		</div>
+		<h3>[method:Vector2 sub]( [page:Vector2 v] )</h3>
+		<div>Subtracts [page:Vector2 v] from this vector.</div>
 
 
-		<h3>[method:Vector2 clone]() [page:Vector2 this]</h3>
-		<div>
-		Clones this vector.
-		</div>
+		<h3>[method:Vector2 subScalar]( [page:Float s] )</h3>
+		<div>Subtracts [page:Float s]  from this vector's [page:.x x] and [page:.y y] compnents.</div>
 
 
-		<h3>[method:Array toArray]( [page:Array array], [page:Integer offset] ) [page:Vector2 this]</h3>
-		<div>
-		array -- An optional array to store the vector to. <br />
-		offset -- An optional offset into the array.
-		</div>
+		<h3>[method:Vector2 subVectors]( [page:Vector2 a], [page:Vector2 b] )</h3>
+		<div>Sets this vector to [page:Vector2 a] - [page:Vector2 b].</div>
+
+		<h3>[method:Array toArray]( [page:Array array], [page:Integer offset] )</h3>
 		<div>
 		<div>
-		Returns an array [x, y].
+		[page:Array array] - (optional) array to store the vector to. If this is not provided
+		a new array will be created.<br />
+		[page:Integer offset] - (optional) optional offset into the array.<br /><br />
+
+		Returns an array [x, y], or copies x and y into the provided [page:Array array].
 		</div>
 		</div>
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>