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<h1>[name]</h1>
<p 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:
</p>
<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)` 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>
<p>
There are other things a 4D vector can be used to represent, however these are the most common uses in *three.js*.
</p>
<p>
Iterating through a [name] instance will yield its components `(x, y, z, w)` in the corresponding order.
</p>
<h2>Code Example</h2>
<code>
const a = new THREE.Vector4( 0, 1, 0, 0 );
//no arguments; will be initialised to (0, 0, 0, 1)
const b = new THREE.Vector4( );
const d = a.dot( b );
</code>
<h2>Constructor</h2>
<h3>[name]( [param:Float x], [param:Float y], [param:Float z], [param:Float w] )</h3>
<p>
[page:Float x] - the x value of this vector. Default is `0`.<br />
[page:Float y] - the y value of this vector. Default is `0`.<br />
[page:Float z] - the z value of this vector. Default is `0`.<br />
[page:Float w] - the w value of this vector. Default is `1`.<br /><br />
Creates a new [name].
</p>
<h2>Properties</h2>
<h3>[property:Boolean isVector4]</h3>
<p>
Read-only flag to check if a given object is of type [name].
</p>
<h3>[property:Float x]</h3>
<h3>[property:Float y]</h3>
<h3>[property:Float z]</h3>
<h3>[property:Float w]</h3>
<h3>[property:Float width]</h3>
<p>Alias for [page:.z z].</p>
<h3>[property:Float height]</h3>
<p>Alias for [page:.w w].</p>
<h2>Methods</h2>
<h3>[method:this add]( [param:Vector4 v] )</h3>
<p>Adds [page:Vector4 v] to this vector.</p>
<h3>[method:this addScalar]( [param:Float s] )</h3>
<p>Adds the scalar value s to this vector's [page:.x x], [page:.y y], [page:.z z] and [page:.w w] values.</p>
<h3>[method:this addScaledVector]( [param:Vector4 v], [param:Float s] )</h3>
<p>Adds the multiple of [page:Vector4 v] and [page:Float s] to this vector.</p>
<h3>[method:this addVectors]( [param:Vector4 a], [param:Vector4 b] )</h3>
<p>Sets this vector to [page:Vector4 a] + [page:Vector4 b].</p>
<h3>[method:this applyMatrix4]( [param:Matrix4 m] )</h3>
<p>
Multiplies this vector by 4 x 4 [page:Matrix4 m].
</p>
<h3>[method:this ceil]()</h3>
<p>
The [page:.x x], [page:.y y], [page:.z z] and [page:.w w] components of this vector are rounded up to the nearest integer value.
</p>
<h3>[method:this clamp]( [param:Vector4 min], [param:Vector4 max] )</h3>
<p>
[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.
</p>
<h3>[method:this clampLength]( [param:Float min], [param:Float max] )</h3>
<p>
[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.
</p>
<h3>[method:this clampScalar]( [param:Float min], [param:Float max] )</h3>
<p>
[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.
</p>
<h3>[method:Vector4 clone]()</h3>
<p>
Returns a new Vector4 with the same [page:.x x], [page:.y y], [page:.z z] and [page:.w w] values as this one.
</p>
<h3>[method:this copy]( [param:Vector4 v] )</h3>
<p>
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.
</p>
<h3>[method:this divideScalar]( [param:Float s] )</h3>
<p>
Divides this vector by scalar [page:Float s].
</p>
<h3>[method:Float dot]( [param:Vector4 v] )</h3>
<p>
Calculates the [link:https://en.wikipedia.org/wiki/Dot_product dot product] of this
vector and [page:Vector4 v].
</p>
<h3>[method:Boolean equals]( [param:Vector4 v] )</h3>
<p>Returns `true` if the components of this vector and [page:Vector4 v] are strictly equal; `false` otherwise.</p>
<h3>[method:this floor]()</h3>
<p>The components of this vector are rounded down to the nearest integer value.</p>
<h3>[method:this fromArray]( [param:Array array], [param:Integer offset] )</h3>
<p>
[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 ]`.
</p>
<h3>[method:this fromBufferAttribute]( [param:BufferAttribute attribute], [param:Integer index] )</h3>
<p>
[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].
</p>
<h3>[method:Float getComponent]( [param:Integer index] )</h3>
<p>
[page:Integer index] - 0, 1, 2 or 3.<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.
</p>
<h3>[method:Float length]()</h3>
<p>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)`.</p>
<h3>[method:Float manhattanLength]()</h3>
<p>
Computes the [link:http://en.wikipedia.org/wiki/Taxicab_geometry Manhattan length] of this vector.
</p>
<h3>[method:Float lengthSq]()</h3>
<p>
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.
</p>
<h3>[method:this lerp]( [param:Vector4 v], [param:Float alpha] )</h3>
<p>
[page:Vector4 v] - [page:Vector4] to interpolate towards.<br />
[page:Float alpha] - interpolation factor, typically in the closed interval `[0, 1]`.<br /><br />
Linearly interpolates between this vector and [page:Vector4 v], where alpha is the
percent distance along the line - `alpha = 0` will be this vector, and `alpha = 1` will be [page:Vector4 v].
</p>
<h3>[method:this lerpVectors]( [param:Vector4 v1], [param:Vector4 v2], [param:Float alpha] )</h3>
<p>
[page:Vector4 v1] - the starting [page:Vector4].<br />
[page:Vector4 v2] - [page:Vector4] to interpolate towards.<br />
[page:Float alpha] - interpolation factor, typically 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 percent distance along the line connecting the two vectors
- alpha = 0 will be [page:Vector4 v1], and alpha = 1 will be [page:Vector4 v2].
</p>
<h3>[method:this negate]()</h3>
<p>Inverts this vector - i.e. sets x = -x, y = -y, z = -z and w = -w.</p>
<h3>[method:this normalize]()</h3>
<p>
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
as this one, but [page:.length length] 1.
</p>
<h3>[method:this max]( [param:Vector4 v] )</h3>
<p>
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.
</p>
<h3>[method:this min]( [param:Vector4 v] )</h3>
<p>
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.
</p>
<h3>[method:this multiply]( [param:Vector4 v] )</h3>
<p>Multiplies this vector by [page:Vector4 v].</p>
<h3>[method:this multiplyScalar]( [param:Float s] )</h3>
<p>Multiplies this vector by scalar [page:Float s].</p>
<h3>[method:this round]()</h3>
<p>The components of this vector are rounded to the nearest integer value.</p>
<h3>[method:this roundToZero]()</h3>
<p>
The components of this vector are rounded towards zero (up if negative, down if positive) to an integer value.
</p>
<h3>[method:this set]( [param:Float x], [param:Float y], [param:Float z], [param:Float w] )</h3>
<p>Sets the [page:.x x], [page:.y y], [page:.z z] and [page:.w w] components of this vector.</p>
<h3>[method:this setAxisAngleFromQuaternion]( [param:Quaternion q] )</h3>
<p>
[page:Quaternion q] - a normalized [page:Quaternion]<br /><br />
Sets 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.
</p>
<h3>[method:this setAxisAngleFromRotationMatrix]( [param:Matrix4 m] )</h3>
<p>
[page:Matrix4 m] - a [page:Matrix4] of which the upper left 3x3 matrix is a pure rotation matrix.<br /><br />
Sets the [page:.x x], [page:.y y] and [page:.z z] to the axis of rotation and [page:.w w] to the angle.
</p>
<h3>[method:this setComponent]( [param:Integer index], [param:Float value] )</h3>
<p>
[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].
</p>
<h3>[method:this setLength]( [param:Float l] )</h3>
<p>
Sets this vector to a vector with the same direction as this one, but [page:.length length]
[page:Float l].
</p>
<h3>[method:this setScalar]( [param:Float scalar] )</h3>
<p>
Sets the [page:.x x], [page:.y y], [page:.z z] and [page:.w w] values of this vector both equal to [page:Float scalar].
</p>
<h3>[method:this setX]( [param:Float x] )</h3>
<p>Replaces this vector's [page:.x x] value with [page:Float x].</p>
<h3>[method:this setY]( [param:Float y] )</h3>
<p>Replaces this vector's [page:.y y] value with [page:Float y].</p>
<h3>[method:this setZ]( [param:Float z] )</h3>
<p>Replaces this vector's [page:.z z] value with [page:Float z].</p>
<h3>[method:this setW]( [param:Float w] )</h3>
<p>Replaces this vector's [page:.w w] value with [page:Float w].</p>
<h3>[method:this sub]( [param:Vector4 v] )</h3>
<p>Subtracts [page:Vector4 v] from this vector.</p>
<h3>[method:this subScalar]( [param:Float s] )</h3>
<p>Subtracts [page:Float s] from this vector's [page:.x x], [page:.y y], [page:.z z] and [page:.w w] components.</p>
<h3>[method:this subVectors]( [param:Vector4 a], [param:Vector4 b] )</h3>
<p>Sets this vector to [page:Vector4 a] - [page:Vector4 b].</p>
<h3>[method:Array toArray]( [param:Array array], [param:Integer offset] )</h3>
<p>
[page:Array array] - (optional) array to store this 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].
</p>
<h3>[method:this random]()</h3>
<p>
Sets each component of this vector to a pseudo-random value between 0 and 1, excluding 1.
</p>
<h2>Source</h2>
<p>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</p>
</body>
</html>