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Updated Vector4 doc

Lewy Blue 8 سال پیش
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2فایلهای تغییر یافته به همراه192 افزوده شده و 196 حذف شده
  1. 3 3
      docs/api/math/Vector3.html
  2. 189 193
      docs/api/math/Vector4.html

+ 3 - 3
docs/api/math/Vector3.html

@@ -106,9 +106,9 @@
 		<h3>[method:Vector3 applyMatrix3]( [page:Matrix3 m] )</h3>
 		<div>Multiply this vector by [page:Matrix3 m]</div>
 
-		<h3>[method:Vector3 applyMatrix4]( [page:Matrix3 m] )</h3>
+		<h3>[method:Vector3 applyMatrix4]( [page:Matrix4 m] )</h3>
 		<div>
-		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:
 		<code>
 a, b, c, d,
 e, f, g, h,
@@ -416,7 +416,7 @@ m, n, o
 		<h3>[method:Vector3 setY]( [page:Float y] )</h3>
 		<div>Replace this vector's [page:.y y] value with [page:Float y].</div>
 
-		<h3>[method:Vector3 setY]( [page:Float z] )</h3>
+		<h3>[method:Vector3 setZ]( [page:Float z] )</h3>
 		<div>Replace this vector's [page:.z z] value with [page:Float z].</div>
 
 		<h3>[method:Vector3 sub]( [page:Vector3 v] )</h3>

+ 189 - 193
docs/api/math/Vector4.html

@@ -10,23 +10,64 @@
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">4D vector.</div>
+		<div class="desc">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:
 
-		<h2>Constructor</h2>
+		<ul>
+			<li>
+				A point in 4D space.
+			</li>
+			<li>
+				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).
+			</li>
+			<li>
+				Any arbitrary ordered quadruplet of numbers.
+			</li>
+		</ul>
+
+		There are other things a 4D vector can be used to represent, however these are the most common uses in Three.
+		</div>
+
+
+		<h2>Example</h2>
+
+		<code>
+			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 );
+		</code>
+
+
+		<h2>Constructor</h2>
 
 		<h3>[name]( [page:Float x], [page:Float y], [page:Float z], [page:Float w] )</h3>
 		<div>
-		x -- [page:Float] <br />
-		y -- [page:Float] <br />
-		z -- [page:Float] <br />
-		w -- [page:Float]
+		[page:Float x] - the x value of the vector. Default is *0*.<br />
+		[page:Float y] -  the y value of the vector. Default is *0*.<br />
+		[page:Float z] - the z value of the vector. Default is *0*.<br />
+		[page:Float w] - the w value of the vector. Default is *1*.
+
+		Created a new [name].
 		</div>
 
 
 		<h2>Properties</h2>
 
+		<h3>[property:Boolean isVector4]</h3>
+		<div>
+			Used to check whether this or derived classes are Vector4s. Default is *true*.<br /><br />
+
+			You should not change this, as it used internally for optimisation.
+		</div>
+
 		<h3>[property:Float x]</h3>
 
 		<h3>[property:Float y]</h3>
@@ -38,288 +79,243 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:Vector4 set]( [page:Float x], [page:Float y], [page:Float z], [page:Float w] ) [page:Vector4 this]</h3>
-		<div>
-		Sets value of this vector.
-		</div>
+		<h3>[method:Vector4 add]( [page:Vector4 v] )</h3>
+		<div>Adds [page:Vector4 v] to this vector.</div>
 
-		<h3>[method:Vector4 setX]( [page:Float x] ) [page:Vector4 this]</h3>
-		<div>
-		x -- [page:Float]
-		</div>
-		<div>
-		Sets the x component of the vector.
-		</div>
+		<h3>[method:Vector4 addScalar]( [page:Float s] )</h3>
+		<div>Add the scalar value s to this vector's [page:.x x], [page:.y y], [page:.z z] and [page:.w w] values.</div>
 
-		<h3>[method:Vector4 setY]( [page:Float y] ) [page:Vector4 this]</h3>
-		<div>
-		y -- [page:Float]
-		</div>
-		<div>
-		Sets the y component of the vector.
-		</div>
+		<h3>[method:Vector4 addScaledVector]( [page:Vector4 v], [page:Float s] )</h3>
+		<div>Adds the multiple of [page:Vector4 v] and [page:Float s] to this vector.</div>
 
-		<h3>[method:Vector4 setZ]( [page:Float z] ) [page:Vector4 this]</h3>
-		<div>
-		z -- [page:Float]
-		</div>
-		<div>
-		Sets the z component of the vector.
-		</div>
+		<h3>[method:Vector4 addVectors]( [page:Vector4 a], [page:Vector4 b] )</h3>
+		<div>Sets this vector to [page:Vector4 a] + [page:Vector4 b].</div>
 
-		<h3>[method:Vector4 setW]( [page:Float w] ) [page:Vector4 this]</h3>
-		<div>
-		w -- [page:Float]
-		</div>
+		<h3>[method:Vector4 applyMatrix4]( [page:Matrix4 m] )</h3>
 		<div>
-		Sets the w component of the vector.
+		Multiply this vector by 4 x 4 [page:Matrix4 m].
 		</div>
 
-		<h3>[method:Vector4 setScalar]( [page:Float scalar] ) [page:Vector4 this]</h3>
+		<h3>[method:Vector4 ceil]()</h3>
 		<div>
-		scalar -- [page:Float]
-		</div>
-		<div>
-		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.
 		</div>
 
-		<h3>[method:Vector4 copy]( [page:Vector4 v] ) [page:Vector4 this]</h3>
+		<h3>[method:Vector4 clamp]( [page:Vector4 min], [page:Vector4 max] )</h3>
 		<div>
-		Copies value of *v* to this vector.
-		</div>
+		[page:Vector4 min] - the minimum [page:.x x], [page:.y y], [page:.z z] and [page:.w w] values.<br />
+		[page:Vector4 max] - the maximum [page:.x x], [page:.y y], [page:.z z] and [page:.w w] values in the desired range<br /><br />
 
-		<h3>[method:Vector4 fromArray]( [page:Array array] ) [page:Vector4 this]</h3>
-		<div>
-		array -- The source array in the form [x, y, z, w]. <br />
-		offset -- An optional offset into the array.
-		</div>
-		<div>
-		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. <br /><br />
+		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.
 		</div>
 
-		<h3>[method:Vector4 add]( [page:Vector4 v] ) [page:Vector4 this]</h3>
+		<h3>[method:Vector4 clampScalar]( [page:Float min], [page:Float max] )</h3>
 		<div>
-		Adds *v* to this vector.
-		</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:Vector4 addVectors]( [page:Vector4 a], [page:Vector4 b] ) [page:Vector4 this]</h3>
-		<div>
-		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. <br /><br />
+		If this vector's x, y, z or w values are less than the min value, they are replaced by the min value.
 		</div>
 
-		<h3>[method:Vector4 addScaledVector]( [page:Vector4 v], [page:Float s] ) [page:Vector4 this]</h3>
+		<h3>[method:Vector4 clone]()</h3>
 		<div>
-		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.
 		</div>
 
-		<h3>[method:Vector4 sub]( [page:Vector4 v] ) [page:Vector4 this]</h3>
+		<h3>[method:Vector4 copy]( [page:Vector4 v] )</h3>
 		<div>
-		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.
 		</div>
 
-		<h3>[method:Vector4 subVectors]( [page:Vector4 a], [page:Vector4 b] ) [page:Vector4 this]</h3>
+		<h3>[method:Vector4 divideScalar]( [page:Float s] )</h3>
 		<div>
-		Sets this vector to *a - b*.
+		Divides this vector by scalar [page:Float s].<br />
+		Sets vector to *( 0, 0 )* if *[page:Float s] = 0*.
 		</div>
 
-		<h3>[method:Vector4 multiplyScalar]( [page:Float s] ) [page:Vector4 this]</h3>
+		<h3>[method:Float dot]( [page:Vector4 v] )</h3>
 		<div>
-		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].
 		</div>
 
-		<h3>[method:Vector4 divideScalar]( [page:Float s] ) [page:Vector4 this]</h3>
-		<div>
-		Divides this vector by scalar *s*.<br />
-		Set vector to *( 0, 0, 0 )* if *s == 0*.
-		</div>
+		<h3>[method:Boolean equals]( [page:Vector4 v] )</h3>
+		<div>Checks for strict equality of this vector and [page:Vector4 v].</div>
 
-		<h3>[method:Vector4 negate]() [page:Vector4 this]</h3>
-		<div>
-		Inverts this vector.
-		</div>
+		<h3>[method:Vector4 floor]()</h3>
+		<div>The components of the vector are rounded down to the nearest integer value.</div>
 
-		<h3>[method:Float dot]( [page:Vector4 v] ) [page:Vector4 this]</h3>
+		<h3>[method:Vector4 fromArray]( [page:Array array], [page:Integer offset] )</h3>
 		<div>
-		Computes dot product of this vector and *v*.
-		</div>
+		[page:Array array] - the source array.<br />
+		[page:Integer offset] - ( optional) offset into the array. Default is 0.<br /><br />
 
-		<h3>[method:Float lengthSq]() [page:Vector4 this]</h3>
-		<div>
-		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 ].
 		</div>
 
-		<h3>[method:Float length]() [page:Vector4 this]</h3>
+		<h3>[method:Vector4 fromAttribute]( [page:BufferAttribute attribute], [page:Integer index], [page:Integer offset] )</h3>
 		<div>
-		Computes the length of this vector.
+		[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], [page:.y y], [page:.z z] and [page:.w w] values from the [page:BufferAttribute attribute].
 		</div>
 
-		<h3>[method:Float lengthManhattan]() [page:Vector4 this]</h3>
+		<h3>[method:Float getComponent]( [page:Integer index] )</h3>
 		<div>
-		Computes the Manhattan length of this vector.<br />
-		[link:http://en.wikipedia.org/wiki/Taxicab_geometry]
+		[page:Integer index] - 0, 1 or 2.<br /><br />
+
+		If index equals 0 returns the [page:.x x] value. <br />
+		If index equals 1 returns the [page:.y y] value. <br />
+		If index equals 2 returns the [page:.z z] value.<br />
+		If index equals 3 returns the [page:.w w] value.
 		</div>
 
-		<h3>[method:Vector4 normalize]() [page:Vector4 this]</h3>
+		<h3>[method:Float length]()</h3>
+		<div>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).</div>
+
+		<h3>[method:Float lengthManhattan]()</h3>
 		<div>
-		Normalizes this vector.
+		Computes the [link:http://en.wikipedia.org/wiki/Taxicab_geometry Manhattan length] of this vector.
 		</div>
 
-		<h3>[method:Vector4 setLength]( [page:Float l] ) [page:Vector4 this]</h3>
+		<h3>[method:Float lengthSq]()</h3>
 		<div>
-		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.
 		</div>
 
-		<h3>[method:Vector4 lerp]( [page:Vector4 v], [page:Float alpha] ) [page:Vector4 this]</h3>
+		<h3>[method:Vector4 lerp]( [page:Vector4 v], [page:Float alpha] )</h3>
 		<div>
-		Linearly interpolate between this vector and *v* with *alpha* factor.
+		[page:Vector4 v] - [page:Vector4] to interpolate towards.<br />
+		alpha - [page:Float] between 0 and 1<br /><br />
+
+		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].
 		</div>
 
-		<h3>[method:Vector4 lerpVectors]( [page:Vector4 v1], [page:Vector4 v2], [page:Float alpha] ) [page:Vector4 this]</h3>
+		<h3>[method:Vector4 lerpVectors]( [page:Vector4 v1], [page:Vector4 v2], [page:Float alpha] )</h3>
 		<div>
-		Sets this vector to be the vector linearly interpolated between *v1* and *v2* with *alpha* factor.
+		[page:Vector4 v1] - the starting [page:Vector4].<br />
+		[page:Vector4 v2] - [page:Vector4] to interpolate towards.<br />
+		[page:Float alpha] - number between 0 and 1.<br /><br />
+
+		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].
 		</div>
 
+		<h3>[method:Vector4 negate]()</h3>
+		<div>Inverts this vector - i.e. sets x = -x, y = -y, z = -z and w = -w.</div>
 
-		<h3>[method:Vector4 clamp]( [page:Vector4 min], [page:Vector4 max] ) [page:Vector4 this]</h3>
+		<h3>[method:Vector4 normalize]()</h3>
 		<div>
-		min -- [page:Vector4] <br />
-		max -- [page:Vector4]
-		</div>
-		<div>
-		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.<br/><br/>
-		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.
 		</div>
 
-		<h3>[method:Vector4 clampScalar]( [page:Float min], [page:Float max] ) [page:Vector4 this]</h3>
+		<h3>[method:Vector4 max]( [page:Vector4 v] )</h3>
 		<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
-		</div>
-		<div>
-		If this vector's x, y, z or w values are greater than the max value, they are replaced by the max value. <br /><br />
-		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.
 		</div>
 
-		<h3>[method:Vector4 floor]() [page:Vector4 this]</h3>
+		<h3>[method:Vector4 min]( [page:Vector4 v] )</h3>
 		<div>
-		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.
 		</div>
 
-		<h3>[method:Vector4 ceil]() [page:Vector4 this]</h3>
-		<div>
-		The components of the vector are rounded upwards (towards positive infinity) to an integer value.
-		</div>
+		<h3>[method:Vector4 multiplyScalar]( [page:Float s] )</h3>
+		<div>Multiplies this vector by scalar [page:Float s].</div>
 
-		<h3>[method:Vector4 round]() [page:Vector4 this]</h3>
-		<div>
-		The components of the vector are rounded towards the nearest integer value.
-		</div>
+		<h3>[method:Vector4 round]()</h3>
+		<div>The components of the vector are rounded to the nearest integer value.</div>
 
-		<h3>[method:Vector4 roundToZero]() [page:Vector4 this]</h3>
+		<h3>[method:Vector4 roundToZero]()</h3>
 		<div>
 		The components of the vector are rounded towards zero (up if negative, down if positive) to an integer value.
 		</div>
 
-		<h3>[method:Vector4 applyMatrix4]( [page:Matrix4 m] ) [page:Vector4 this]</h3>
-		<div>
-		m -- [page:Matrix4]
-		</div>
-		<div>
-		Transforms the vector by the matrix.
-		</div>
+		<h3>[method:Vector4 set]( [page:Float x], [page:Float y] )</h3>
+		<div>Sets the [page:.x x], [page:.y y], [page:.z z] and [page:.w w] components of this vector.</div>
 
-		<h3>[method:Vector4 min]( [page:Vector4 v] ) [page:Vector4 this]</h3>
-		<div>
-		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.
-		</div>
+		<h3>[method:Vector4 set]( [page:Float x], [page:Float y] )</h3>
+		<div>Sets the [page:.x x], [page:.y y], [page:.z z] and [page:.w w] components of this vector.</div>
 
-		<h3>[method:Vector4 max]( [page:Vector4 v] ) [page:Vector4 this]</h3>
-		<div>
-		v -- [page:Vector4]
-		</div>
+		<h3>[method:Vector4 setAxisAngleFromQuaternion]( [page:Quaterion q] )</h3>
 		<div>
-		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.
-		</div>
+			[page:Quaterion q] - a normalized [page:Quaterion]<br /><br />
 
-		<h3>[method:Vector4 addScalar]( [page:Float s] ) [page:Vector4 this]</h3>
-		<div>
-		s -- [page:Float]
-		</div>
-		<div>
-		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.
 		</div>
 
-		<h3>[method:Boolean equals]( [page:Vector4 v] ) [page:Vector4 this]</h3>
-		<div>
-		v -- [page:Vector4]
-		</div>
+		<h3>[method:Vector4 setAxisAngleFromRotationMatrix]( [page:Matrix4 m] )</h3>
 		<div>
-		Checks to see if this vector matches vector v.
-		</div>
+			 [page:Matrix4 m] - a [page:Matrix4] of which the upper left 3x3 matrix is a pure rotation matrix.<br /><br />
 
-		<h3>[method:Vector4 setAxisAngleFromRotationMatrix]( [page:Matrix4 m] ) [page:Vector4 this]</h3>
-		<div>
-		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.
 		</div>
+
+		<h3>[method:null setComponent]( [page:Integer index], [page:Float value] )</h3>
 		<div>
-		Sets this Vector4 to the computed <a href='http://en.wikipedia.org/wiki/Axis%E2%80%93angle_representation' target='_blank'>axis-angle representation</a> of the rotation defined by Matrix4 m. Assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled).<br/><br/>
+		[page:Integer index] - 0, 1 or 2.<br />
+		[page:Float value] - [page:Float]<br /><br />
 
-		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].<br />
+		If index equals 1 set [page:.y y] to [page:Float value].<br />
+		If index equals 2 set [page:.z z] to [page:Float value].<br />
+		If index equals 2 set [page:.w w] to [page:Float value].
 		</div>
 
-		<h3>[method:Vector4 setAxisAngleFromQuaternion]( [page:Quaternion q] ) [page:Vector4 this]</h3>
-		<div>
-		q -- [page:Quaternion]
-		</div>
-		<div>
-		Sets this Vector4 to the computed <a href='http://en.wikipedia.org/wiki/Axis%E2%80%93angle_representation' target='_blank'>axis-angle representation</a> of the rotation defined by Quaternion q.<br/><br/>
 
-		The axis is stored in components (x, y, z) of the vector, and the rotation in radians is stored in component w
+		<h3>[method:Vector4 setLength]( [page:Float l] )</h3>
+		<div>
+		Set this vector to the vector with the same direction as this one, but [page:.length length]
+		[page:Float l].
 		</div>
 
-		<h3>[method:Float getComponent]( [page:Integer index] ) [page:Vector4 this]</h3>
+		<h3>[method:Vector4 setScalar]( [page:Float scalar] )</h3>
 		<div>
-		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].
 		</div>
-		<div>
-		Returns 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/>
+		<h3>[method:Vector4 setX]( [page:Float x] )</h3>
+		<div>Replace this vector's [page:.x x] value with [page:Float x].</div>
 
-		</div>
+		<h3>[method:Vector4 setY]( [page:Float y] )</h3>
+		<div>Replace this vector's [page:.y y] value with [page:Float y].</div>
 
-		<h3>[method:null setComponent]( [page:Integer index], [page:Float value] ) [page:Vector4 this]</h3>
-		<div>
-		index -- [page:Integer] 0 - 3 <br />
-		value -- [page:Float]
-		</div>
-		<div>
-		Sets the value of the vector component	x, y, or z by an index.<br/><br/>
+		<h3>[method:Vector4 setZ( [page:Float z] )</h3>
+		<div>Replace this vector's [page:.z z] value with [page:Float z].</div>
 
-		Index 0: x<br/>
-		Index 1: y<br/>
-		Index 2: z<br/>
-		Index 3: w<br/>
-		</div>
+		<h3>[method:Vector4 setW( [page:Float w] )</h3>
+		<div>Replace this vector's [page:.w w] value with [page:Float w].</div>
 
-		<h3>[method:Vector4 clone]() [page:Vector4 this]</h3>
-		<div>
-		Clones this vector.
-		</div>
+		<h3>[method:Vector4 sub]( [page:Vector4 v] )</h3>
+		<div>Subtracts [page:Vector4 v] from this vector.</div>
 
-		<h3>[method:Array toArray]( [page:Array array], [page:Integer offset] ) [page:Vector4 this]</h3>
-		<div>
-		array -- An optional array to store the vector.
-		offset -- An optional offset into the array.
-		</div>
+		<h3>[method:Vector4 subScalar]( [page:Float s] )</h3>
+		<div>Subtracts [page:Float s]  from this vector's [page:.x x], [page:.y y], [page:.z z] and [page:.w w] compnents.</div>
+
+		<h3>[method:Vector4 subVectors]( [page:Vector4 a], [page:Vector4 b] )</h3>
+		<div>Sets this vector to [page:Vector4 a] - [page:Vector4 b].</div>
+
+		<h3>[method:Array toArray]( [page:Array array], [page:Integer offset] )</h3>
 		<div>
-		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.<br />
+		[page:Integer offset] - (optional) optional offset into the array.<br /><br />
+
+		Returns an array [x, y, z, w], or copies x, y, z and w into the provided [page:Array array].
 		</div>
 
 		<h2>Source</h2>