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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:this]</h3>
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+ <h3>.set( [page:Float x], [page:Float y], [page:Float z] ) [page:Vector3 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:this]</h3>
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+ <h3>.setX( [page:Float x] ) [page:Vector3 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:this]</h3>
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+ <h3>.setY( [page:Float y] ) [page:Vector3 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:this]</h3>
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+ <h3>.setZ( [page:Float z] ) [page:Vector3 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:this]</h3>
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+ <h3>.copy( [page:Vector3 v] ) [page:Vector3 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:this]</h3>
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+ <h3>.add( [page:Vector3 v] ) [page:Vector3 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:this]</h3>
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+ <h3>.addVectors( [page:Vector3 a], [page:Vector3 b] ) [page:Vector3 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:this]</h3>
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+ <h3>.sub( [page:Vector3 v] ) [page:Vector3 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:this]</h3>
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+ <h3>.subVectors( [page:Vector3 a], [page:Vector3 b] ) [page:Vector3 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:this]</h3>
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+ <h3>.multiplyScalar( [page:Float s] ) [page:Vector3 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:this]</h3>
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+ <h3>.divideScalar( [page:Float s] ) [page:Vector3 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:this]</h3>
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+ <h3>.negate() [page:Vector3 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:this]</h3>
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+ <h3>.normalize() [page:Vector3 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:this]</h3>
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+ <h3>.setLength( [page:Float l] ) [page:Vector3 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:this]</h3>
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+ <h3>.cross( [page:Vector3 v] ) [page:Vector3 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:this]</h3>
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+ <h3>.crossVectors( [page:Vector3 a], [page:Vector3 b] ) [page:Vector3 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:this]</h3>
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+ <h3>.getPositionFromMatrix( [page:Matrix4 m] ) [page:Vector3 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:this]</h3>
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+ <h3>.getScaleFromMatrix( [page:Matrix4 m] ) [page:Vector3 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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@@ -180,16 +180,17 @@
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</div>
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- <h3>.clamp([page:todo min], [page:todo max]) [page:this]</h3>
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+ <h3>.clamp([page:Vector3 min], [page:Vector3 max]) [page:Vector3 this]</h3>
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<div>
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min -- [page:Vector3] <br />
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max -- [page:Vector3]
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</div>
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<div>
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- If this vector's x, y or z value is greater than the max vector's x, y or z value, it is replaced by the corresponding value. <br /> If this vector's x, y or z value is less than the min vector's x, y or z value, it is replace by the corresponding value.
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+ If this vector's x, y or z value is greater than the max vector's x, y or z value, it is replaced by the corresponding value. <br /><br />
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+ If this vector's x, y or z value is less than the min vector's x, y or z value, it is replace by the corresponding value.
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</div>
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- <h3>.applyMatrix3([page:todo m]) [page:this]</h3>
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+ <h3>.applyMatrix3([page:Matrix3 m]) [page:Vector3 this]</h3>
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<div>
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m -- [page:Matrix3]
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</div>
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@@ -197,58 +198,66 @@
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Multiplies this vector times a 3 x 3 matrix.
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</div>
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- <h3>.applyMatrix4([page:todo m]) [page:todo this]</h3>
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+ <h3>.applyMatrix4([page:Matrix3 m]) [page:Vector3 this]</h3>
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<div>
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- m -- [page:todo Matrix4]
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+ m -- [page:Matrix4]
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</div>
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<div>
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Multiplies this vector by 4 x 3 subset of a Matrix4.
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</div>
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- <h3>.projectOnPlane([page:todo planeNormal]) [page:todo this]</h3>
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+ <h3>.projectOnPlane([page:Vector3 planeNormal]) [page:Vector3 this]</h3>
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<div>
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- planeNormal -- [page:todo Plane.normal]
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+ planeNormal -- [page:Vector3 planeNormal] A vector representing a plane normal.
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</div>
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<div>
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Projects this vector onto a plane by subtracting this vector projected onto the plane's normal from this vector.
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</div>
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- <h3>.projectOnVector([page:todo vector]) [page:todo this]</h3>
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+ <h3>.projectOnVector([page:Vector3]) [page:Vector3 this]</h3>
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<div>
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- vector -- [page:todo Vector3]
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+ vector -- [page:Vector3]
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</div>
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<div>
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Projects this vector onto another vector.
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</div>
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- <h3>.addScalar([page:todo s]) [page:todo this]</h3>
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+ <h3>.addScalar([page:Float]) [page:Vector3 this]</h3>
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<div>
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- s -- [page:todo Float]
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+ s -- [page:Float]
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</div>
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<div>
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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 this]</h3>
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+ <h3>.divide([page:Vector3 v]) [page:Vector3 this]</h3>
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<div>
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- v -- [page:todo Vector3]
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+ v -- [page: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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</div>
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- <h3>.min([page:todo v]) [page:todo]</h3>
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+ <h3>.min([page:Vector3 v]) [page:Vector3 this]</h3>
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<div>
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- v -- [page:todo Vector3]
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+ v -- [page:Vector3]
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</div>
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<div>
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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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+ <h3>.max([page:Vector3 v]) [page:Vector3 this]</h3>
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+ <div>
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+ v -- [page:Vector3]
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+ </div>
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+ <div>
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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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+
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+ <h3>.setComponent([page:Integer index], [page:Float value]) [page:Vector3 this]</h3>
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<div>
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index -- 0, 1, or 2 <br />
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- value -- [page:todo Float]
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+ value -- [page:Float]
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</div>
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<div>
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If index equals 0 the method sets this vector's x value to value <br />
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@@ -256,111 +265,104 @@
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If index equals 2 the method sets this vector's z value to value
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</div>
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- <h3>.transformDirection([page:todo m]) [page:todo this]</h3>
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+ <h3>.transformDirection([page:Matrix4 m]) [page:Vector3 this]</h3>
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<div>
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- m -- [page:todo Matrix4]
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+ m -- [page:Matrix4]
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</div>
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<div>
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- Multiplies this vector by a 3 x 3 subset of a Matrix4 and then normalizes the results.
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+ Transforms the direction of this vector by a matrix (a 3 x 3 subset of a Matrix4) and then normalizes the result.
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</div>
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- <h3>.multiplyVectors([page:todo a], [page:todo b]) [page:todo this]</h3>
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+ <h3>.multiplyVectors([page:Vector3 a], [page:Vector3 b]) [page:Vector3 this]</h3>
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<div>
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- a -- [page:todo Vector3] <br />
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- b -- [page:todo Vector3]
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+ a -- [page:Vector3] <br />
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+ b -- [page:Vector3]
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</div>
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<div>
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- Sets this vector equal the result of multiplying vector a by vector b.
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+ Sets this vector equal to the result of multiplying vector a by vector b.
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</div>
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- <h3>.getComponent([page:todo index]) [page:todo Float]</h3>
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+ <h3>.getComponent([page:Integer index]) [page:Float]</h3>
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<div>
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- index -- 0, 1, or 2
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+ index -- [page:Integer] 0, 1, or 2
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</div>
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<div>
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- If index equals 0 the method returns this vector's x value <br />
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- If index equals 1 the method returns this vector's y value <br />
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- If index equals 2 the method returns this vector's z value
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+
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+ Returns the value of the vector component x, y, or z by an index. <br /><br />
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+
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+ Index 0: x <br />
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+ Index 1: y <br />
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+ Index 2: z <br />
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</div>
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- <h3>.applyAxisAngle([page:todo axis], [page:todo angle]) [page:todo this]</h3>
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+ <h3>.applyAxisAngle([page:Vector3 axis], [page:Float angle]) [page:Vector3 this]</h3>
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<div>
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- axis -- a normalized [page:todo Vector3] <br />
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- angle -- an angle in radians
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+ axis -- A normalized [page:Vector3] <br />
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+ angle -- An angle in radians
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</div>
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<div>
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Applies a rotation specified by an axis and an angle to this vector.
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</div>
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- <h3>.lerp([page:todo v], [page:todo alpha]) [page:todo this]</h3>
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+ <h3>.lerp([page:Vector3 v], [page:Float alpha]) [page:Vector3 this]</h3>
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<div>
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- v -- [page:todo Vector3] <br />
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- alpha -- [page:todo Float] between 0 and 1.
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+ v -- [page:Vector3] <br />
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+ alpha -- [page:Float] between 0 and 1.
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</div>
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<div>
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Linear Interpolation between this vector and vector v, where alpha is the percent along the line.
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</div>
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- <h3>.max([page:todo v]) [page:todo this]</h3>
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- <div>
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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 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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-
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- <h3>.angleTo([page:todo v]) [page:todo Float]</h3>
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+ <h3>.angleTo([page:Vector3 v]) [page:Float]</h3>
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<div>
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- v -- [page:todo Vector3]
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+ v -- [page:Vector3]
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</div>
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<div>
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Returns the angle between this vector and vector v in radians.
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</div>
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- <h3>.getColumnFromMatrix([page:todo index], [page:todo matrix]) [page:todo this]</h3>
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+ <h3>.getColumnFromMatrix([page:Integer index], [page:Matrix4 matrix]) [page:Vector3 this]</h3>
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<div>
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index -- 0, 1, 2, or 3 <br />
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- matrix -- [page:todo Matrix4]
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+ matrix -- [page:Matrix4]
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</div>
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<div>
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Sets this vector's x, y, and z equal to the column of the matrix specified by the index.
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</div>
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- <h3>.reflect([page:todo vector]) [page:todo this]</h3>
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+ <h3>.reflect([page:Vector3 vector]) [page:Vector3 this]</h3>
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<div>
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- vector -- [page:todo Vector3] the vector to reflect about
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+ vector -- [page:Vector3] the vector to reflect about
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</div>
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<div>
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Reflects this vector about a vector.
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</div>
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- <h3>.fromArray([page:todo array]) [page:todo this]</h3>
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+ <h3>.fromArray([page:Array array]) [page:Vector3 this]</h3>
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<div>
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- array -- [page:todo Array]
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+ array -- [page:Array] [x, y, z]
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</div>
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<div>
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- Assigns this vectors x value to array[0]. <br />
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- Assigns this vectors y value to array[1]. <br />
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- Assigns this vectors z value to array[2]. <br />
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+ Sets the vector's components based on an array formatted like [x, y, z]
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</div>
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- <h3>.multiply([page:todo v]) [page:todo this]</h3>
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+ <h3>.multiply([page:Vector3 v]) [page:Vector3 this]</h3>
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<div>
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- v -- [page:todo Vector3] <br />
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+ v -- [page:Vector3] <br />
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</div>
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<div>
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Multipies this vector by vector v.
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</div>
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- <h3>.applyProjection([page:todo m]) [page:todo ths]</h3>
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+ <h3>.applyProjection([page:Matrix4 m]) [page:Vector3 this]</h3>
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<div>
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- m -- [page:todo Matrix4] projection matrix.
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+ m -- [page:Matrix4] projection matrix.
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</div>
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<div>
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Multiplies this vector and m, and divides by perspective.
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</div>
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- <h3>.toArray() [page:todo Array]</h3>
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+ <h3>.toArray() [page:Array]</h3>
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<div>
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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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@@ -368,17 +370,17 @@
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Returns the created array.
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</div>
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- <h3>.applyEuler( [page:todo euler] ) [page:todo this]</h3>
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+ <h3>.applyEuler([page:Euler euler]) [page:Vector3 this]</h3>
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<div>
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- euler -- [page:todo Euler]
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+ euler -- [page:Euler]
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</div>
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<div>
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Applies euler transform to this vector by converting the [page:Euler] obect to a [page:Quaternion] and applying.
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</div>
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- <h3>.applyQuaternion([page:todo q]) [page:todo this]</h3>
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+ <h3>.applyQuaternion([page:Quaternion quaternion]) [page:Vector3 this]</h3>
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<div>
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- q -- [page:Quaternion]
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+ quaternion -- [page:Quaternion]
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</div>
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<div>
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Applies a [page:Quaternion] transform to this vector.
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