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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <meta charset="utf-8" />
- <base href="../../../" />
- <script src="page.js"></script>
- <link type="text/css" rel="stylesheet" href="page.css" />
- </head>
- <body>
- <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 setFromMatrixPosition]( [param:Matrix4 m] )</h3>
- <p>
- Sets this vector to the position elements of the
- [link:https://en.wikipedia.org/wiki/Transformation_matrix transformation matrix] [page:Matrix4 m].
- </p>
- <h3>
- [method:this setComponent]( [param:Integer index], [param:Float value] )
- </h3>
- <p>
- [page:Integer index] - `0`, `1`, `2` or `3`.<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>
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