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- <body>
- <h1>[name]</h1>
- <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.js 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.js.
- </div>
- <h2>Example</h2>
- <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 );
- </code>
- <h2>Constructor</h2>
- <h3>[name]( [page:Float x], [page:Float y] )</h3>
- <div>
- [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 /><br />
- Created a new [name].
- </div>
- <h2>Properties</h2>
- <h3>[property:Boolean isVector2]</h3>
- <div>
- 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>
- <h3>[property:Float height]</h3>
- <div>Alias for [page:.y y].</div>
- <h3>[property:Float width]</h3>
- <div>Alias for [page:.x x].</div>
- <h3>[property:Float x]</h3>
- <h3>[property:Float y]</h3>
- <h2>Methods</h2>
- <h3>[method:Vector2 add]( [page:Vector2 v] )</h3>
- <div>Adds [page:Vector2 v] to this vector.</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 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 addVectors]( [page:Vector2 a], [page:Vector2 b] )</h3>
- <div>Sets this vector to [page:Vector2 a] + [page:Vector2 b].</div>
- <h3>[method:Float angle]()</h3>
- <div>
- Computes the angle in radians of this vector with respect to the positive x-axis.
- </div>
- <h3>[method:Vector2 ceil]()</h3>
- <div>
- The [page:.x x] and [page:.y y] components of the vector are rounded up to the nearest integer value.
- </div>
- <h3>[method:Vector2 clamp]( [page:Vector2 min], [page:Vector2 max] )</h3>
- <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 />
- 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>
- <h3>[method:Vector2 clampLength]( [page:Float min], [page:Float max] )</h3>
- <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 />
- 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>
- <h3>[method:Vector2 clampScalar]( [page:Float min], [page:Float max] )</h3>
- <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 />
- 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>
- <h3>[method:Vector2 clone]()</h3>
- <div>
- Returns a new vector2 with the same [page:.x x] and [page:.y y] values as this one.
- </div>
- <h3>[method:Vector2 copy]( [page:Vector2 v] )</h3>
- <div>
- Copies the values of the passed vector2's [page:.x x] and [page:.y y]
- properties to this vector2.
- </div>
- <h3>[method:Float distanceTo]( [page:Vector2 v] )</h3>
- <div>Computes the distance from this vector to [page:Vector2 v].</div>
- <h3>[method:Float distanceToManhattan]( [page:Vector2 v] )</h3>
- <div>
- Computes the [link:https://en.wikipedia.org/wiki/Taxicab_geometry Manhattan distance] from this vector to [page:Vector2 v].
- </div>
- <h3>[method:Float distanceToSquared]( [page:Vector2 v] )</h3>
- <div>
- 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>
- <h3>[method:Vector2 divide]( [page:Vector2 v] )</h3>
- <div>Divides this vector by [page:Vector2 v].</div>
- <h3>[method:Vector2 divideScalar]( [page:Float s] )</h3>
- <div>
- Divides this vector by scalar [page:Float s].<br />
- Sets vector to *( 0, 0 )* if [page:Float s] = 0.
- </div>
- <h3>[method:Float dot]( [page:Vector2 v] )</h3>
- <div>
- Calculate the [link:https://en.wikipedia.org/wiki/Dot_product dot product] of this
- vector and [page:Vector2 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:Vector2 floor]()</h3>
- <div>The components of the vector are rounded down to the nearest integer value.</div>
- <h3>[method:Vector2 fromArray]( [page:Array array], [page:Integer offset] )</h3>
- <div>
- [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>
- <h3>[method:Vector2 fromBufferAttribute]( [page:BufferAttribute attribute], [page:Integer index] )</h3>
- <div>
- [page:BufferAttribute attribute] - the source attribute.<br />
- [page:Integer index] - index in the attribute.<br /><br />
- Sets this vector's [page:.x x] and [page:.y y] values from the [page:BufferAttribute attribute].
- </div>
- <h3>[method:Float getComponent]( [page:Integer index] )</h3>
- <div>
- [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>
- <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>
- Computes the [link:http://en.wikipedia.org/wiki/Taxicab_geometry Manhattan length] of this vector.
- </div>
- <h3>[method:Float lengthSq]()</h3>
- <div>
- 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>
- <h3>[method:Vector2 lerp]( [page:Vector2 v], [page:Float alpha] )</h3>
- <div>
- [page:Vector2 v] - [page:Vector2] to interpolate towards.<br />
- alpha - interpolation factor in the closed interval [0, 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>
- <h3>[method:Vector2 lerpVectors]( [page:Vector2 v1], [page:Vector2 v2], [page:Float alpha] )</h3>
- <div>
- [page:Vector2 v1] - the starting [page:Vector2].<br />
- [page:Vector2 v2] - [page:Vector2] to interpolate towards.<br />
- [page:Float alpha] - interpolation factor in the closed interval [0, 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>
- <h3>[method:Vector2 negate]()</h3>
- <div>Inverts this vector - i.e. sets x = -x and y = -y.</div>
- <h3>[method:Vector2 normalize]()</h3>
- <div>
- 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:Vector2 max]( [page:Vector2 v] )</h3>
- <div>
- 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>
- <h3>[method:Vector2 min]( [page:Vector2 v] )</h3>
- <div>
- 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>
- <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>
- [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>
- <h3>[method:Vector2 round]()</h3>
- <div>The components of the vector are rounded to the nearest integer value.</div>
- <h3>[method:Vector2 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: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:null setComponent]( [page:Integer index], [page:Float value] )</h3>
- <div>
- [page:Integer index] - 0 or 1.<br />
- [page:Float value] - [page:Float]<br /><br />
- 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]
- </div>
- <h3>[method:Vector2 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:Vector2 setScalar]( [page:Float scalar] )</h3>
- <div>
- Set the [page:.x x] and [page:.y y] values of this vector both equal to [page:Float scalar].
- </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 setY]( [page:Float y] )</h3>
- <div>Replace this vector's [page:.y y] value with [page:Float y].</div>
- <h3>[method:Vector2 sub]( [page:Vector2 v] )</h3>
- <div>Subtracts [page:Vector2 v] from 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: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>
- [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>
- <h2>Source</h2>
- [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
- </body>
- </html>
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