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import { Matrix4 } from './Matrix4';
import { Quaternion } from './Quaternion';
import { Matrix3 } from './Matrix3';
import { BufferAttribute } from './../core/BufferAttribute';
import { Vector } from './Vector2';
/**
* @deprecated use {@link Vector3 THREE.Vector3} instead.
*/
/**
* 4D vector.
*
* ( class Vector4 implements Vector<Vector4> )
*/
export class Vector4 implements Vector {
constructor(x?: number, y?: number, z?: number, w?: number);
x: number;
y: number;
z: number;
w: number;
isVector4: true;
/**
* Sets value of this vector.
*/
set(x: number, y: number, z: number, w: number): this;
/**
* Sets all values of this vector.
*/
setScalar(scalar: number): this;
/**
* Sets X component of this vector.
*/
setX(x: number): this;
/**
* Sets Y component of this vector.
*/
setY(y: number): this;
/**
* Sets Z component of this vector.
*/
setZ(z: number): this;
/**
* Sets w component of this vector.
*/
setW(w: number): this;
setComponent(index: number, value: number): this;
getComponent(index: number): number;
/**
* Clones this vector.
*/
clone(): this;
/**
* Copies value of v to this vector.
*/
copy(v: Vector4): this;
/**
* Adds v to this vector.
*/
add(v: Vector4, w?: Vector4): this;
addScalar(scalar: number): this;
/**
* Sets this vector to a + b.
*/
addVectors(a: Vector4, b: Vector4): this;
addScaledVector(v: Vector4, s: number): this;
/**
* Subtracts v from this vector.
*/
sub(v: Vector4): this;
subScalar(s: number): this;
/**
* Sets this vector to a - b.
*/
subVectors(a: Vector4, b: Vector4): this;
/**
* Multiplies this vector by scalar s.
*/
multiplyScalar(s: number): this;
applyMatrix4(m: Matrix4): this;
/**
* Divides this vector by scalar s.
* Set vector to ( 0, 0, 0 ) if s == 0.
*/
divideScalar(s: number): this;
/**
* http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
* @param q is assumed to be normalized
*/
setAxisAngleFromQuaternion(q: Quaternion): this;
/**
* http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
* @param m assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
*/
setAxisAngleFromRotationMatrix(m: Matrix3): this;
min(v: Vector4): this;
max(v: Vector4): this;
clamp(min: Vector4, max: Vector4): this;
clampScalar(min: number, max: number): this;
floor(): this;
ceil(): this;
round(): this;
roundToZero(): this;
/**
* Inverts this vector.
*/
negate(): this;
/**
* Computes dot product of this vector and v.
*/
dot(v: Vector4): number;
/**
* Computes squared length of this vector.
*/
lengthSq(): number;
/**
* Computes length of this vector.
*/
length(): number;
/**
* Computes the Manhattan length of this vector.
*
* @return {number}
*
* @see {@link http://en.wikipedia.org/wiki/Taxicab_geometry|Wikipedia: Taxicab Geometry}
*/
manhattanLength(): number;
/**
* Normalizes this vector.
*/
normalize(): this;
/**
* Normalizes this vector and multiplies it by l.
*/
setLength(length: number): this;
/**
* Linearly interpolate between this vector and v with alpha factor.
*/
lerp(v: Vector4, alpha: number): this;
lerpVectors(v1: Vector4, v2: Vector4, alpha: number): this;
/**
* Checks for strict equality of this vector and v.
*/
equals(v: Vector4): boolean;
fromArray(xyzw: number[], offset?: number): this;
toArray(xyzw?: number[], offset?: number): number[];
fromBufferAttribute(
attribute: BufferAttribute,
index: number,
offset?: number
): this;
}
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