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354 lines
12 KiB
354 lines
12 KiB
2 years ago
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="utf-8" />
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<base href="../../../" />
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<script src="page.js"></script>
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<link type="text/css" rel="stylesheet" href="page.css" />
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</head>
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<body>
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<h1>[name]</h1>
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<p class="desc">
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Class representing a 2D [link:https://en.wikipedia.org/wiki/Vector_space vector].
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A 2D vector is an ordered pair of numbers (labeled x and y), which can be used to
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represent a number of things, such as:
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</p>
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<ul>
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<li>
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A point in 2D space (i.e. a position on a plane).
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</li>
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<li>
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A direction and length across a plane. In three.js the length will always be the
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[link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean distance]
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(straight-line distance) from `(0, 0)` to `(x, y)` and the direction is also
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measured from `(0, 0)` towards `(x, y)`.
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</li>
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<li>
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Any arbitrary ordered pair of numbers.
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</li>
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</ul>
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<p>
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There are other things a 2D vector can be used to represent, such as momentum
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vectors, complex numbers and so on, however these are the most common uses in three.js.
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</p>
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<p>
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Iterating through a [name] instance will yield its components `(x, y)` in the corresponding order.
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</p>
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<h2>Code Example</h2>
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<code>
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const a = new THREE.Vector2( 0, 1 );
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//no arguments; will be initialised to (0, 0)
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const b = new THREE.Vector2( );
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const d = a.distanceTo( b );
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</code>
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<h2>Constructor</h2>
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<h3>[name]( [param:Float x], [param:Float y] )</h3>
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<p>
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[page:Float x] - the x value of this vector. Default is `0`.<br />
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[page:Float y] - the y value of this vector. Default is `0`.<br /><br />
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Creates a new [name].
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</p>
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<h2>Properties</h2>
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<h3>[property:Float height]</h3>
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<p>Alias for [page:.y y].</p>
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<h3>[property:Boolean isVector2]</h3>
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<p>
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Read-only flag to check if a given object is of type [name].
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</p>
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<h3>[property:Float width]</h3>
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<p>Alias for [page:.x x].</p>
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<h3>[property:Float x]</h3>
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<h3>[property:Float y]</h3>
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<h2>Methods</h2>
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<h3>[method:this add]( [param:Vector2 v] )</h3>
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<p>Adds [page:Vector2 v] to this vector.</p>
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<h3>[method:this addScalar]( [param:Float s] )</h3>
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<p>Adds the scalar value [page:Float s] to this vector's [page:.x x] and [page:.y y] values.</p>
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<h3>[method:this addScaledVector]( [param:Vector2 v], [param:Float s] )</h3>
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<p>Adds the multiple of [page:Vector2 v] and [page:Float s] to this vector.</p>
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<h3>[method:this addVectors]( [param:Vector2 a], [param:Vector2 b] )</h3>
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<p>Sets this vector to [page:Vector2 a] + [page:Vector2 b].</p>
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<h3>[method:Float angle]()</h3>
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<p>
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Computes the angle in radians of this vector with respect to the positive x-axis.
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</p>
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<h3>[method:this applyMatrix3]( [param:Matrix3 m] )</h3>
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<p>
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Multiplies this vector (with an implicit 1 as the 3rd component) by m.
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</p>
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<h3>[method:this ceil]()</h3>
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<p>
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The [page:.x x] and [page:.y y] components of this vector are rounded up to the nearest integer value.
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</p>
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<h3>[method:this clamp]( [param:Vector2 min], [param:Vector2 max] )</h3>
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<p>
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[page:Vector2 min] - the minimum x and y values.<br />
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[page:Vector2 max] - the maximum x and y values in the desired range<br /><br />
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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 />
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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.
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</p>
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<h3>[method:this clampLength]( [param:Float min], [param:Float max] )</h3>
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<p>
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[page:Float min] - the minimum value the length will be clamped to <br />
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[page:Float max] - the maximum value the length will be clamped to<br /><br />
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If this vector's length is greater than the max value, it is replaced by the max value. <br /><br />
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If this vector's length is less than the min value, it is replaced by the min value.
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</p>
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<h3>[method:this clampScalar]( [param:Float min], [param:Float max] )</h3>
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<p>
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[page:Float min] - the minimum value the components will be clamped to <br />
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[page:Float max] - the maximum value the components will be clamped to<br /><br />
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If this vector's x or y values are greater than the max value, they are replaced by the max value. <br /><br />
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If this vector's x or y values are less than the min value, they are replaced by the min value.
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</p>
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<h3>[method:Vector2 clone]()</h3>
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<p>
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Returns a new Vector2 with the same [page:.x x] and [page:.y y] values as this one.
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</p>
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<h3>[method:this copy]( [param:Vector2 v] )</h3>
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<p>
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Copies the values of the passed Vector2's [page:.x x] and [page:.y y]
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properties to this Vector2.
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</p>
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<h3>[method:Float distanceTo]( [param:Vector2 v] )</h3>
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<p>Computes the distance from this vector to [page:Vector2 v].</p>
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<h3>[method:Float manhattanDistanceTo]( [param:Vector2 v] )</h3>
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<p>
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Computes the [link:https://en.wikipedia.org/wiki/Taxicab_geometry Manhattan distance] from this vector to [page:Vector2 v].
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</p>
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<h3>[method:Float distanceToSquared]( [param:Vector2 v] )</h3>
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<p>
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Computes the squared distance from this vector to [page:Vector2 v]. If you are just
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comparing the distance with another distance, you should compare the distance squared instead
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as it is slightly more efficient to calculate.
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</p>
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<h3>[method:this divide]( [param:Vector2 v] )</h3>
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<p>Divides this vector by [page:Vector2 v].</p>
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<h3>[method:this divideScalar]( [param:Float s] )</h3>
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<p>
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Divides this vector by scalar [page:Float s].
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</p>
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<h3>[method:Float dot]( [param:Vector2 v] )</h3>
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<p>
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Calculates the [link:https://en.wikipedia.org/wiki/Dot_product dot product] of this
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vector and [page:Vector2 v].
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</p>
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<h3>[method:Float cross]( [param:Vector2 v] )</h3>
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<p>
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Calculates the [link:https://en.wikipedia.org/wiki/Cross_product cross product] of this
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vector and [page:Vector2 v]. Note that a 'cross-product' in 2D is not well-defined. This function computes a geometric cross-product often used in 2D graphics
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</p>
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<h3>[method:Boolean equals]( [param:Vector2 v] )</h3>
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<p>Returns `true` if the components of this vector and [page:Vector2 v] are strictly equal; `false` otherwise.</p>
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<h3>[method:this floor]()</h3>
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<p>The components of this vector are rounded down to the nearest integer value.</p>
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<h3>[method:this fromArray]( [param:Array array], [param:Integer offset] )</h3>
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<p>
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[page:Array array] - the source array.<br />
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[page:Integer offset] - (optional) offset into the array. Default is 0.<br /><br />
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Sets this vector's [page:.x x] value to be `array[ offset ]` and [page:.y y] value to be `array[ offset + 1 ]`.
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</p>
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<h3>[method:this fromBufferAttribute]( [param:BufferAttribute attribute], [param:Integer index] )</h3>
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<p>
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[page:BufferAttribute attribute] - the source attribute.<br />
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[page:Integer index] - index in the attribute.<br /><br />
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Sets this vector's [page:.x x] and [page:.y y] values from the [page:BufferAttribute attribute].
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</p>
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<h3>[method:Float getComponent]( [param:Integer index] )</h3>
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<p>
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[page:Integer index] - 0 or 1.<br /><br />
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If index equals 0 returns the [page:.x x] value. <br />
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If index equals 1 returns the [page:.y y] value.
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</p>
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<h3>[method:Float length]()</h3>
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<p>Computes the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length]
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(straight-line length) from (0, 0) to (x, y).</p>
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<h3>[method:Float manhattanLength]()</h3>
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<p>
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Computes the [link:http://en.wikipedia.org/wiki/Taxicab_geometry Manhattan length] of this vector.
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</p>
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<h3>[method:Float lengthSq]()</h3>
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<p>
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Computes the square of the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length]
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(straight-line length) from (0, 0) to (x, y). If you are comparing the lengths of
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vectors, you should compare the length squared instead as it is slightly more efficient to calculate.
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</p>
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<h3>[method:this lerp]( [param:Vector2 v], [param:Float alpha] )</h3>
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<p>
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[page:Vector2 v] - [page:Vector2] to interpolate towards.<br />
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[page:Float alpha] - interpolation factor, typically in the closed interval `[0, 1]`.<br /><br />
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Linearly interpolates between this vector and [page:Vector2 v], where alpha is the
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percent distance along the line - alpha = 0 will be this vector, and alpha = 1 will be [page:Vector2 v].
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</p>
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<h3>[method:this lerpVectors]( [param:Vector2 v1], [param:Vector2 v2], [param:Float alpha] )</h3>
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<p>
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[page:Vector2 v1] - the starting [page:Vector2].<br />
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[page:Vector2 v2] - [page:Vector2] to interpolate towards.<br />
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[page:Float alpha] - interpolation factor, typically in the closed interval `[0, 1]`.<br /><br />
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Sets this vector to be the vector linearly interpolated between [page:Vector2 v1] and
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[page:Vector2 v2] where alpha is the percent distance along the line connecting the two vectors
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- alpha = 0 will be [page:Vector2 v1], and alpha = 1 will be [page:Vector2 v2].
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</p>
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<h3>[method:this negate]()</h3>
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<p>Inverts this vector - i.e. sets x = -x and y = -y.</p>
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<h3>[method:this normalize]()</h3>
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<p>
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Converts this vector to a [link:https://en.wikipedia.org/wiki/Unit_vector unit vector] - that is, sets it equal to a vector with the same direction
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as this one, but [page:.length length] 1.
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</p>
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<h3>[method:this max]( [param:Vector2 v] )</h3>
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<p>
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If this vector's x or y value is less than [page:Vector2 v]'s x or y value, replace
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that value with the corresponding max value.
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</p>
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<h3>[method:this min]( [param:Vector2 v] )</h3>
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<p>
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If this vector's x or y value is greater than [page:Vector2 v]'s x or y value, replace
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that value with the corresponding min value.
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</p>
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<h3>[method:this multiply]( [param:Vector2 v] )</h3>
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<p>Multiplies this vector by [page:Vector2 v].</p>
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<h3>[method:this multiplyScalar]( [param:Float s] )</h3>
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<p>Multiplies this vector by scalar [page:Float s].</p>
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<h3>[method:this rotateAround]( [param:Vector2 center], [param:Float angle] )</h3>
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<p>
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[page:Vector2 center] - the point around which to rotate.<br />
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[page:Float angle] - the angle to rotate, in radians.<br /><br />
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Rotates this vector around [page:Vector2 center] by [page:Float angle] radians.
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</p>
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<h3>[method:this round]()</h3>
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<p>The components of this vector are rounded to the nearest integer value.</p>
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<h3>[method:this roundToZero]()</h3>
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<p>
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The components of this vector are rounded towards zero (up if negative, down if positive) to an integer value.
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</p>
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<h3>[method:this set]( [param:Float x], [param:Float y] )</h3>
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<p>Sets the [page:.x x] and [page:.y y] components of this vector.</p>
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<h3>[method:this setComponent]( [param:Integer index], [param:Float value] )</h3>
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<p>
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[page:Integer index] - 0 or 1.<br />
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[page:Float value] - [page:Float]<br /><br />
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If index equals 0 set [page:.x x] to [page:Float value]. <br />
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If index equals 1 set [page:.y y] to [page:Float value]
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</p>
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<h3>[method:this setLength]( [param:Float l] )</h3>
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<p>
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Sets this vector to a vector with the same direction as this one, but [page:.length length]
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[page:Float l].
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</p>
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<h3>[method:this setScalar]( [param:Float scalar] )</h3>
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<p>
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Sets the [page:.x x] and [page:.y y] values of this vector both equal to [page:Float scalar].
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</p>
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<h3>[method:this setX]( [param:Float x] )</h3>
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<p>Replaces this vector's [page:.x x] value with [page:Float x].</p>
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<h3>[method:this setY]( [param:Float y] )</h3>
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<p>Replaces this vector's [page:.y y] value with [page:Float y].</p>
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<h3>[method:this sub]( [param:Vector2 v] )</h3>
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<p>Subtracts [page:Vector2 v] from this vector.</p>
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<h3>[method:this subScalar]( [param:Float s] )</h3>
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<p>Subtracts [page:Float s] from this vector's [page:.x x] and [page:.y y] components.</p>
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<h3>[method:this subVectors]( [param:Vector2 a], [param:Vector2 b] )</h3>
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<p>Sets this vector to [page:Vector2 a] - [page:Vector2 b].</p>
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<h3>[method:Array toArray]( [param:Array array], [param:Integer offset] )</h3>
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<p>
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[page:Array array] - (optional) array to store this vector to. If this is not provided, a new array will be created.<br />
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[page:Integer offset] - (optional) optional offset into the array.<br /><br />
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Returns an array [x, y], or copies x and y into the provided [page:Array array].
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</p>
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<h3>[method:this random]()</h3>
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<p>
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Sets each component of this vector to a pseudo-random value between 0 and 1, excluding 1.
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</p>
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<h2>Source</h2>
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<p>
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[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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</p>
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</body>
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</html>
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