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- <body>
- <h1>[name]</h1>
- <div class="desc">3D vector.</div>
- <h2>Example</h2>
- <code>var a = new THREE.Vector3( 1, 0, 0 );
- var b = new THREE.Vector3( 0, 1, 0 );
- var c = new THREE.Vector3();
- c.crossVectors( a, b );
- </code>
- <h2>Constructor</h2>
- <h3>[name]( [page:Float x], [page:Float y], [page:Float z] )</h3>
- <div>
- x -- [page:Float] the vector's x value <br />
- y -- [page:Float] the vector's y value <br />
- z -- [page:Float] the vector's z value
- </div>
- <div>
- A 3 dimensional vector
- </div>
- <h2>Properties</h2>
- <h3>.[page:Float x]</h3>
- <h3>.[page:Float y]</h3>
- <h3>.[page:Float z]</h3>
- <h2>Methods</h2>
- <h3>.set( [page:Float x], [page:Float y], [page:Float z] ) [page:Vector3 this]</h3>
- <div>
- Sets value of this vector.
- </div>
- <h3>.setX( [page:Float x] ) [page:Vector3 this]</h3>
- <div>
- Sets x value of this vector.
- </div>
- <h3>.setY( [page:Float y] ) [page:Vector3 this]</h3>
- <div>
- Sets y value of this vector.
- </div>
- <h3>.setZ( [page:Float z] ) [page:Vector3 this]</h3>
- <div>
- Sets z value of this vector.
- </div>
- <h3>.copy( [page:Vector3 v] ) [page:Vector3 this]</h3>
- <div>
- Copies value of *v* to this vector.
- </div>
- <h3>.add( [page:Vector3 v] ) [page:Vector3 this]</h3>
- <div>
- Adds *v* to this vector.
- </div>
- <h3>.addVectors( [page:Vector3 a], [page:Vector3 b] ) [page:Vector3 this]</h3>
- <div>
- Sets this vector to *a + b*.
- </div>
- <h3>.sub( [page:Vector3 v] ) [page:Vector3 this]</h3>
- <div>
- Subtracts *v* from this vector.
- </div>
- <h3>.subVectors( [page:Vector3 a], [page:Vector3 b] ) [page:Vector3 this]</h3>
- <div>
- Sets this vector to *a - b*.
- </div>
- <h3>.multiplyScalar( [page:Float s] ) [page:Vector3 this]</h3>
- <div>
- Multiplies this vector by scalar *s*.
- </div>
- <h3>.divideScalar( [page:Float s] ) [page:Vector3 this]</h3>
- <div>
- Divides this vector by scalar *s*.<br />
- Set vector to *( 0, 0, 0 )* if *s == 0*.
- </div>
- <h3>.negate() [page:Vector3 this]</h3>
- <div>
- Inverts this vector.
- </div>
- <h3>.dot( [page:Vector3 v] ) [page:Float]</h3>
- <div>
- Computes dot product of this vector and *v*.
- </div>
- <h3>.lengthSq() [page:Float]</h3>
- <div>
- Computes squared length of this vector.
- </div>
- <h3>.length() [page:Float]</h3>
- <div>
- Computes length of this vector.
- </div>
- <h3>.lengthManhattan() [page:Float]</h3>
- <div>
- Computes Manhattan length of this vector.<br />
- [link:http://en.wikipedia.org/wiki/Taxicab_geometry]
- </div>
- <h3>.normalize() [page:Vector3 this]</h3>
- <div>
- Normalizes this vector. Transforms this Vector into a Unit vector by dividing the vector by it's length.
- </div>
- <h3>.distanceTo( [page:Vector3 v] ) [page:Float]</h3>
- <div>
- Computes distance of this vector to *v*.
- </div>
- <h3>.distanceToSquared( [page:Vector3 v] ) [page:Float]</h3>
- <div>
- Computes squared distance of this vector to *v*.
- </div>
- <h3>.setLength( [page:Float l] ) [page:Vector3 this]</h3>
- <div>
- Normalizes this vector and multiplies it by *l*.
- </div>
- <h3>.cross( [page:Vector3 v] ) [page:Vector3 this]</h3>
- <div>
- Sets this vector to cross product of itself and *v*.
- </div>
- <h3>.crossVectors( [page:Vector3 a], [page:Vector3 b] ) [page:Vector3 this]</h3>
- <div>
- Sets this vector to cross product of *a* and *b*.
- </div>
- <h3>.setFromMatrixPosition( [page:Matrix4 m] ) [page:Vector3 this]</h3>
- <div>
- Sets this vector extracting position from matrix transform.
- </div>
- <h3>.setFromMatrixScale( [page:Matrix4 m] ) [page:Vector3 this]</h3>
- <div>
- Sets this vector extracting scale from matrix transform.
- </div>
- <h3>.equals( [page:Vector3 v] ) [page:Boolean]</h3>
- <div>
- Checks for strict equality of this vector and *v*.
- </div>
- <h3>.clone() [page:Vector3]</h3>
- <div>
- Clones this vector.
- </div>
- <h3>.clamp([page:Vector3 min], [page:Vector3 max]) [page:Vector3 this]</h3>
- <div>
- min -- [page:Vector3] <br />
- max -- [page:Vector3]
- </div>
- <div>
- 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 />
- 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.
- </div>
- <h3>.clampScalar([page:Float min], [page:Float max]) [page:Vector3 this]</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 or z values are greater than the max value, they are replaced by the max value. <br /> If this vector's x, y or z values are less than the min value, they are replace by the min value.
- </div>
- <h3>.floor() [page:Vector3]</h3>
- <div>
- The components of the vector are rounded downwards (towards negative infinity) to an integer value.
- </div>
- <h3>.ceil() [page:Vector3]</h3>
- <div>
- The components of the vector are rounded upwards (towards positive infinity) to an integer value.
- </div>
- <h3>.round() [page:Vector3]</h3>
- <div>
- The components of the vector are rounded towards the nearest integer value.
- </div>
- <h3>.roundToZero() [page:Vector3]</h3>
- <div>
- The components of the vector are rounded towards zero (up if negative, down if positive) to an integer value.
- </div>
- <h3>.applyMatrix3([page:Matrix3 m]) [page:Vector3 this]</h3>
- <div>
- m -- [page:Matrix3]
- </div>
- <div>
- Multiplies this vector times a 3 x 3 matrix.
- </div>
- <h3>.applyMatrix4([page:Matrix3 m]) [page:Vector3 this]</h3>
- <div>
- m -- [page:Matrix4]
- </div>
- <div>
- Multiplies this vector by 4 x 3 subset of a Matrix4.
- </div>
- <h3>.projectOnPlane([page:Vector3 planeNormal]) [page:Vector3 this]</h3>
- <div>
- planeNormal -- [page:Vector3 planeNormal] A vector representing a plane normal.
- </div>
- <div>
- Projects this vector onto a plane by subtracting this vector projected onto the plane's normal from this vector.
- </div>
- <h3>.projectOnVector([page:Vector3]) [page:Vector3 this]</h3>
- <div>
- vector -- [page:Vector3]
- </div>
- <div>
- Projects this vector onto another vector.
- </div>
- <h3>.addScalar([page:Float]) [page:Vector3 this]</h3>
- <div>
- s -- [page:Float]
- </div>
- <div>
- Adds a s to this vector.
- </div>
- <h3>.divide([page:Vector3 v]) [page:Vector3 this]</h3>
- <div>
- v -- [page:Vector3]
- </div>
- <div>
- Divides this vector by vector v.
- </div>
- <h3>.min([page:Vector3 v]) [page:Vector3 this]</h3>
- <div>
- v -- [page:Vector3]
- </div>
- <div>
- 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.
- </div>
- <h3>.max([page:Vector3 v]) [page:Vector3 this]</h3>
- <div>
- v -- [page:Vector3]
- </div>
- <div>
- 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.
- </div>
- <h3>.setComponent([page:Integer index], [page:Float value]) [page:Vector3 this]</h3>
- <div>
- index -- 0, 1, or 2 <br />
- value -- [page:Float]
- </div>
- <div>
- If index equals 0 the method sets this vector's x value to value <br />
- If index equals 1 the method sets this vector's y value to value <br />
- If index equals 2 the method sets this vector's z value to value
- </div>
- <h3>.transformDirection([page:Matrix4 m]) [page:Vector3 this]</h3>
- <div>
- m -- [page:Matrix4]
- </div>
- <div>
- Transforms the direction of this vector by a matrix (a 3 x 3 subset of a Matrix4) and then normalizes the result.
- </div>
- <h3>.multiplyVectors([page:Vector3 a], [page:Vector3 b]) [page:Vector3 this]</h3>
- <div>
- a -- [page:Vector3] <br />
- b -- [page:Vector3]
- </div>
- <div>
- Sets this vector equal to the result of multiplying vector a by vector b.
- </div>
- <h3>.getComponent([page:Integer index]) [page:Float]</h3>
- <div>
- index -- [page:Integer] 0, 1, or 2
- </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 />
- </div>
- <h3>.applyAxisAngle([page:Vector3 axis], [page:Float angle]) [page:Vector3 this]</h3>
- <div>
- axis -- A normalized [page:Vector3] <br />
- angle -- An angle in radians
- </div>
- <div>
- Applies a rotation specified by an axis and an angle to this vector.
- </div>
- <h3>.lerp([page:Vector3 v], [page:Float alpha]) [page:Vector3 this]</h3>
- <div>
- v -- [page:Vector3] <br />
- alpha -- [page:Float] between 0 and 1.
- </div>
- <div>
- Linear Interpolation between this vector and vector v, where alpha is the percent along the line.
- </div>
- <h3>.angleTo([page:Vector3 v]) [page:Float]</h3>
- <div>
- v -- [page:Vector3]
- </div>
- <div>
- Returns the angle between this vector and vector v in radians.
- </div>
- <h3>.setFromMatrixColumn([page:Integer index], [page:Matrix4 matrix]) [page:Vector3 this]</h3>
- <div>
- index -- 0, 1, 2, or 3 <br />
- matrix -- [page:Matrix4]
- </div>
- <div>
- Sets this vector's x, y, and z equal to the column of the matrix specified by the index.
- </div>
- <h3>.reflect([page:Vector3 normal]) [page:Vector3 this]</h3>
- <div>
- normal -- [page:Vector3] the normal to the reflecting plane
- </div>
- <div>
- Reflect incident vector off of plane orthogonal to normal. normal is assumed to have unit length.
- </div>
- <h3>.fromArray([page:Array array]) [page:Vector3 this]</h3>
- <div>
- array -- [page:Array] [x, y, z]
- </div>
- <div>
- Sets the vector's components based on an array formatted like [x, y, z]
- </div>
- <h3>.multiply([page:Vector3 v]) [page:Vector3 this]</h3>
- <div>
- v -- [page:Vector3] <br />
- </div>
- <div>
- Multipies this vector by vector v.
- </div>
- <h3>.applyProjection([page:Matrix4 m]) [page:Vector3 this]</h3>
- <div>
- m -- [page:Matrix4] projection matrix.
- </div>
- <div>
- Multiplies this vector and m, and divides by perspective.
- </div>
- <h3>.toArray() [page:Array]</h3>
- <div>
- Assigns this vector's x value to array[0]. <br />
- Assigns this vector's y value to array[1]. <br />
- Assigns this vector's z value to array[2]. <br />
- Returns the created array.
- </div>
- <h3>.applyEuler([page:Euler euler]) [page:Vector3 this]</h3>
- <div>
- euler -- [page:Euler]
- </div>
- <div>
- Applies euler transform to this vector by converting the [page:Euler] obect to a [page:Quaternion] and applying.
- </div>
- <h3>.applyQuaternion([page:Quaternion quaternion]) [page:Vector3 this]</h3>
- <div>
- quaternion -- [page:Quaternion]
- </div>
- <div>
- Applies a [page:Quaternion] transform to this vector.
- </div>
- <h3>.project( [page:Camera camera] ) [page:Vector3]</h3>
- <div>
- [page:Camera camera] — camera to use in the projection.<br />
- </div>
- <div>
- Projects the vector with the camera.
- </div>
- <h3>.unproject( [page:Camera camera] ) [page:Vector3]</h3>
- <div>
- [page:Camera camera] — camera to use in the projection.<br />
- </div>
- <div>
- Unprojects the vector with the camera.
- </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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