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Updated Vector4 doc

Lewy Blue 8 年之前
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共有 2 个文件被更改,包括 192 次插入196 次删除
  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>
 		<h3>[method:Vector3 applyMatrix3]( [page:Matrix3 m] )</h3>
 		<div>Multiply this vector by [page:Matrix3 m]</div>
 		<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>
 		<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>
 		<code>
 a, b, c, d,
 a, b, c, d,
 e, f, g, h,
 e, f, g, h,
@@ -416,7 +416,7 @@ m, n, o
 		<h3>[method:Vector3 setY]( [page:Float y] )</h3>
 		<h3>[method:Vector3 setY]( [page:Float y] )</h3>
 		<div>Replace this vector's [page:.y y] value with [page:Float y].</div>
 		<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>
 		<div>Replace this vector's [page:.z z] value with [page:Float z].</div>
 
 
 		<h3>[method:Vector3 sub]( [page:Vector3 v] )</h3>
 		<h3>[method:Vector3 sub]( [page:Vector3 v] )</h3>

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

@@ -10,23 +10,64 @@
 	<body>
 	<body>
 		<h1>[name]</h1>
 		<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>
 		<h3>[name]( [page:Float x], [page:Float y], [page:Float z], [page:Float w] )</h3>
 		<div>
 		<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>
 		</div>
 
 
 
 
 		<h2>Properties</h2>
 		<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 x]</h3>
 
 
 		<h3>[property:Float y]</h3>
 		<h3>[property:Float y]</h3>
@@ -38,288 +79,243 @@
 
 
 		<h2>Methods</h2>
 		<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>
 		<div>
-		Sets the w component of the vector.
+		Multiply this vector by 4 x 4 [page:Matrix4 m].
 		</div>
 		</div>
 
 
-		<h3>[method:Vector4 setScalar]( [page:Float scalar] ) [page:Vector4 this]</h3>
+		<h3>[method:Vector4 ceil]()</h3>
 		<div>
 		<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>
 		</div>
 
 
-		<h3>[method:Vector4 copy]( [page:Vector4 v] ) [page:Vector4 this]</h3>
+		<h3>[method:Vector4 clamp]( [page:Vector4 min], [page:Vector4 max] )</h3>
 		<div>
 		<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>
 		</div>
 
 
-		<h3>[method:Vector4 add]( [page:Vector4 v] ) [page:Vector4 this]</h3>
+		<h3>[method:Vector4 clampScalar]( [page:Float min], [page:Float max] )</h3>
 		<div>
 		<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>
 		</div>
 
 
-		<h3>[method:Vector4 addScaledVector]( [page:Vector4 v], [page:Float s] ) [page:Vector4 this]</h3>
+		<h3>[method:Vector4 clone]()</h3>
 		<div>
 		<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>
 		</div>
 
 
-		<h3>[method:Vector4 sub]( [page:Vector4 v] ) [page:Vector4 this]</h3>
+		<h3>[method:Vector4 copy]( [page:Vector4 v] )</h3>
 		<div>
 		<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>
 		</div>
 
 
-		<h3>[method:Vector4 subVectors]( [page:Vector4 a], [page:Vector4 b] ) [page:Vector4 this]</h3>
+		<h3>[method:Vector4 divideScalar]( [page:Float s] )</h3>
 		<div>
 		<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>
 		</div>
 
 
-		<h3>[method:Vector4 multiplyScalar]( [page:Float s] ) [page:Vector4 this]</h3>
+		<h3>[method:Float dot]( [page:Vector4 v] )</h3>
 		<div>
 		<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>
 		</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>
 		<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>
 		</div>
 
 
-		<h3>[method:Float length]() [page:Vector4 this]</h3>
+		<h3>[method:Vector4 fromAttribute]( [page:BufferAttribute attribute], [page:Integer index], [page:Integer offset] )</h3>
 		<div>
 		<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>
 		</div>
 
 
-		<h3>[method:Float lengthManhattan]() [page:Vector4 this]</h3>
+		<h3>[method:Float getComponent]( [page:Integer index] )</h3>
 		<div>
 		<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>
 		</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>
 		<div>
-		Normalizes this vector.
+		Computes the [link:http://en.wikipedia.org/wiki/Taxicab_geometry Manhattan length] of this vector.
 		</div>
 		</div>
 
 
-		<h3>[method:Vector4 setLength]( [page:Float l] ) [page:Vector4 this]</h3>
+		<h3>[method:Float lengthSq]()</h3>
 		<div>
 		<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>
 		</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>
 		<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>
 		</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>
 		<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>
 		</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>
 		<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>
 		</div>
 
 
-		<h3>[method:Vector4 clampScalar]( [page:Float min], [page:Float max] ) [page:Vector4 this]</h3>
+		<h3>[method:Vector4 max]( [page:Vector4 v] )</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
-		</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>
 		</div>
 
 
-		<h3>[method:Vector4 floor]() [page:Vector4 this]</h3>
+		<h3>[method:Vector4 min]( [page:Vector4 v] )</h3>
 		<div>
 		<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>
 		</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>
 		<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: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>
 		<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>
 		</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>
 		<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>
 		</div>
+
+		<h3>[method:null setComponent]( [page:Integer index], [page:Float value] )</h3>
 		<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 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>
 		</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>
 		</div>
 
 
-		<h3>[method:Float getComponent]( [page:Integer index] ) [page:Vector4 this]</h3>
+		<h3>[method:Vector4 setScalar]( [page:Float scalar] )</h3>
 		<div>
 		<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>
-		<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>
 		<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>
 		</div>
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>