123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321 |
- <!DOCTYPE html>
- <html lang="en">
- <head>
- <meta charset="utf-8" />
- <base href="../../" />
- <script src="list.js"></script>
- <script src="page.js"></script>
- <link type="text/css" rel="stylesheet" href="page.css" />
- </head>
- <body>
- <h1>[name]</h1>
- <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:
- <ul>
- <li>
- A point in 4D space.
- </li>
- <li>
- A direction and length in 4D space. 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, 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.js.
- </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>
- [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*.<br /><br />
- Creates 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>
- <h3>[property:Float z]</h3>
- <h3>[property:Float w]</h3>
- <h2>Methods</h2>
- <h3>[method:Vector4 add]( [page:Vector4 v] )</h3>
- <div>Adds [page:Vector4 v] to this 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 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 addVectors]( [page:Vector4 a], [page:Vector4 b] )</h3>
- <div>Sets this vector to [page:Vector4 a] + [page:Vector4 b].</div>
- <h3>[method:Vector4 applyMatrix4]( [page:Matrix4 m] )</h3>
- <div>
- Multiply this vector by 4 x 4 [page:Matrix4 m].
- </div>
- <h3>[method:Vector4 ceil]()</h3>
- <div>
- 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 clamp]( [page:Vector4 min], [page:Vector4 max] )</h3>
- <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 />
- 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 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, 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 clone]()</h3>
- <div>
- 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 copy]( [page:Vector4 v] )</h3>
- <div>
- 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 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:Vector4 v] )</h3>
- <div>
- Calculate the [link:https://en.wikipedia.org/wiki/Dot_product dot product] of this
- vector and [page:Vector4 v].
- </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 floor]()</h3>
- <div>The components of the vector are rounded down to the nearest integer value.</div>
- <h3>[method:Vector4 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[ 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:Vector4 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], [page:.y y], [page:.z z] and [page:.w w] values from the [page:BufferAttribute attribute].
- </div>
- <h3>[method:Float getComponent]( [page:Integer index] )</h3>
- <div>
- [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: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>
- 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, 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] )</h3>
- <div>
- [page:Vector4 v] - [page:Vector4] to interpolate towards.<br />
- alpha - interpolation factor in the closed interval [0, 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] )</h3>
- <div>
- [page:Vector4 v1] - the starting [page:Vector4].<br />
- [page:Vector4 v2] - [page:Vector4] 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: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 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:Vector4 max]( [page:Vector4 v] )</h3>
- <div>
- 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 min]( [page:Vector4 v] )</h3>
- <div>
- 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 multiplyScalar]( [page:Float s] )</h3>
- <div>Multiplies this vector by scalar [page:Float s].</div>
- <h3>[method:Vector4 round]()</h3>
- <div>The components of the vector are rounded to the nearest integer value.</div>
- <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 set]( [page:Float x], [page:Float y], [page:Float z], [page:Float w] )</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 setAxisAngleFromQuaternion]( [page:Quaterion q] )</h3>
- <div>
- [page:Quaterion q] - a normalized [page:Quaterion]<br /><br />
- 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:Vector4 setAxisAngleFromRotationMatrix]( [page:Matrix4 m] )</h3>
- <div>
- [page:Matrix4 m] - a [page:Matrix4] of which the upper left 3x3 matrix is a pure rotation matrix.<br /><br />
- 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>
- [page:Integer index] - 0, 1 or 2.<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].<br />
- If index equals 2 set [page:.z z] to [page:Float value].<br />
- If index equals 3 set [page:.w w] to [page:Float value].
- </div>
- <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:Vector4 setScalar]( [page:Float scalar] )</h3>
- <div>
- 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>
- <h3>[method:Vector4 setX]( [page:Float x] )</h3>
- <div>Replace this vector's [page:.x x] value with [page:Float x].</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:Vector4 setZ]( [page:Float z] )</h3>
- <div>Replace this vector's [page:.z z] value with [page:Float z].</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 sub]( [page:Vector4 v] )</h3>
- <div>Subtracts [page:Vector4 v] from this vector.</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>
- [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>
- [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
- </body>
- </html>
|