mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-30 09:24:57 +01:00
316 lines
8.4 KiB
HTML
316 lines
8.4 KiB
HTML
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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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<script src="../../list.js"></script>
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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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<div class="desc">4D vector.</div>
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<h2>Constructor</h2>
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<h3>[name]( [page:Float x], [page:Float y], [page:Float z], [page:Float w] )</h3>
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<div>
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x -- [page:Float] <br />
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y -- [page:Float] <br />
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z -- [page:Float] <br />
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w -- [page:Float]
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</div>
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<h2>Properties</h2>
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<h3>[property:Float x]</h3>
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<h3>[property:Float y]</h3>
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<h3>[property:Float z]</h3>
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<h3>[property:Float w]</h3>
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<h2>Methods</h2>
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<h3>[method:Vector4 set]( [page:Float x], [page:Float y], [page:Float z], [page:Float w] ) [page:Vector4 this]</h3>
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<div>
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Sets value of this vector.
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</div>
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<h3>[method:Vector4 copy]( [page:Vector4 v] ) [page:Vector4 this]</h3>
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<div>
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Copies value of *v* to this vector.
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</div>
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<h3>[method:Vector4 add]( [page:Vector4 v] ) [page:Vector4 this]</h3>
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<div>
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Adds *v* to this vector.
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</div>
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<h3>[method:Vector4 addVectors]( [page:Vector4 a], [page:Vector4 b] ) [page:Vector4 this]</h3>
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<div>
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Sets this vector to *a + b*.
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</div>
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<h3>[method:Vector4 sub]( [page:Vector4 v] )</h3>
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<div>
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Subtracts *v* from this vector.
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</div>
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<h3>[method:Vector4 subVectors]( [page:Vector4 a], [page:Vector4 b] ) [page:Vector4 this]</h3>
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<div>
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Sets this vector to *a - b*.
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</div>
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<h3>[method:Vector4 multiplyScalar]( [page:Float s] ) [page:Vector4 this]</h3>
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<div>
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Multiplies this vector by scalar *s*.
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</div>
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<h3>[method:Vector4 divideScalar]( [page:Float s] ) [page:Vector4 this]</h3>
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<div>
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Divides this vector by scalar *s*.<br />
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Set vector to *( 0, 0, 0 )* if *s == 0*.
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</div>
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<h3>[method:Vector4 negate]() [page:Vector4 this]</h3>
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<div>
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Inverts this vector.
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</div>
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<h3>[method:Float dot]( [page:Vector4 v] )</h3>
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<div>
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Computes dot product of this vector and *v*.
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</div>
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<h3>[method:Float lengthSq]()</h3>
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<div>
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Computes squared length of this vector.
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</div>
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<h3>[method:Float length]()</h3>
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<div>
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Computes length of this vector.
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</div>
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<h3>[method:Vector4 normalize]() [page:Vector4 this]</h3>
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<div>
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Normalizes this vector.
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</div>
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<h3>[method:Vector4 setLength]( [page:Float l] ) [page:Vector4 this]</h3>
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<div>
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Normalizes this vector and multiplies it by *l*.
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</div>
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<h3>[method:Vector4 lerp]( [page:Vector4 v], [page:Float alpha] ) [page:Vector4 this]</h3>
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<div>
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Linearly interpolate between this vector and *v* with *alpha* factor.
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</div>
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<h3>[method:Vector4 lerpVectors]( [page:Vector4 v1], [page:Vector4 v2], [page:Float alpha] ) [page:Vector4 this]</h3>
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<div>
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Sets this vector to be the vector linearly interpolated between *v1* and *v2* with *alpha* factor.
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</div>
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<h3>[method:Vector4 clone]()</h3>
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<div>
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Clones this vector.
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</div>
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<h3>[method:Vector4 clamp]([page:Vector4 min], [page:Vector4 max]) [page:Vector4 this]</h3>
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<div>
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min -- [page:Vector4] <br />
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max -- [page:Vector4]
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</div>
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<div>
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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/>
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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 replace by the corresponding value.
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</div>
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<h3>[method:Vector4 clampScalar]([page:Float min], [page:Float max]) [page:Vector4 this]</h3>
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<div>
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min -- [page:Float] the minimum value the components will be clamped to <br />
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max -- [page:Float] the maximum value the components will be clamped to
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</div>
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<div>
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If this vector's x, y, z or w values are greater than the max value, they are replaced by the max value. <br />
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If this vector's x, y, z or w values are less than the min value, they are replace by the min value.
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</div>
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<h3>[method:Vector4 floor]()</h3>
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<div>
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The components of the vector are rounded downwards (towards negative infinity) to an integer value.
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</div>
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<h3>[method:Vector4 ceil]()</h3>
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<div>
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The components of the vector are rounded upwards (towards positive infinity) to an integer value.
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</div>
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<h3>[method:Vector4 round]()</h3>
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<div>
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The components of the vector are rounded towards the nearest integer value.
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</div>
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<h3>[method:Vector4 roundToZero]()</h3>
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<div>
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The components of the vector are rounded towards zero (up if negative, down if positive) to an integer value.
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</div>
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<h3>[method:Vector4 applyMatrix4]([page:Matrix4 m]) [page:Vector4 this]</h3>
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<div>
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m -- [page:Matrix4]
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</div>
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<div>
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Transforms the vector by the matrix.
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</div>
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<h3>[method:Vector4 min]([page:Vector4 v]) [page:Vector4 this]</h3>
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<div>
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v -- [page:Vector4]
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</div>
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<div>
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If this vector's x, y, z, or w value is less than vector v's x, y, z, or w value, that value is replaced by the corresponding vector v value.
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</div>
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<h3>[method:Vector4 max]([page:Vector4 v]) [page:Vector4 this]</h3>
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<div>
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v -- [page:Vector4]
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</div>
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<div>
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If this vector's x, y, z, or w value is greater than vector v's x, y, z, or w value, that value is replaced by the corresponding vector v value.
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</div>
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<h3>[method:Vector4 addScalar]([page:Float s]) [page:Vector4 this]</h3>
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<div>
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s -- [page:Float]
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</div>
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<div>
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Adds a scalar value to all of the vector's components.
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</div>
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<h3>[method:Boolean equals]([page:Vector4 v])</h3>
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<div>
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v -- [page:Vector4]
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</div>
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<div>
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Checks to see if this vector matches vector v.
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</div>
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<h3>[method:Vector4 setAxisAngleFromRotationMatrix]([page:Matrix4 m]) [page:Vector4 this]</h3>
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<div>
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m -- [page:Matrix4]
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</div>
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<div>
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Sets this Vector4 to the computed <a href='http://en.wikipedia.org/wiki/Axis%E2%80%93angle_representation' target='_blank'>axis-angle representation</a> of the rotation defined by Matrix4 m. Assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled).<br/><br/>
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The axis is stored in components (x, y, z) of the vector, and the rotation in radians is stored in component w
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</div>
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<h3>[method:Vector4 setAxisAngleFromQuaternion]([page:Quaternion q]) [page:Vector4 this]</h3>
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<div>
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q -- [page:Quaternion]
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</div>
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<div>
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Sets this Vector4 to the computed <a href='http://en.wikipedia.org/wiki/Axis%E2%80%93angle_representation' target='_blank'>axis-angle representation</a> of the rotation defined by Quaternion q.<br/><br/>
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The axis is stored in components (x, y, z) of the vector, and the rotation in radians is stored in component w
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</div>
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<h3>[method:Float getComponent]([page:Integer index])</h3>
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<div>
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index -- [page:Integer] 0, 1, 2, or 3
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</div>
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<div>
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Returns the value of the vector component x, y, or z by an index.<br/><br/>
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Index 0: x<br/>
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Index 1: y<br/>
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Index 2: z<br/>
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Index 3: w<br/>
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</div>
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<h3>[method:null setComponent]([page:Integer index], [page:Float value])</h3>
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<div>
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index -- [page:Integer] 0 - 3 <br />
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value -- [page:Float]
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</div>
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<div>
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Sets the value of the vector component x, y, or z by an index.<br/><br/>
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Index 0: x<br/>
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Index 1: y<br/>
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Index 2: z<br/>
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Index 3: w<br/>
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</div>
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<h3>[method:Vector4 fromArray]([page:Array array]) [page:Vector4 this]</h3>
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<div>
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array -- [page:Array] An array formatted [x, y, z, w]
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</div>
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<div>
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Sets the vector's components based on an array formatted like [x, y, z, w]
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</div>
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<h3>[method:Array toArray]( [page:Array array] )</h3>
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<div>
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array -- Optional array to store the vector.
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</div>
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<div>
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Returns an array in the format [x, y, z, w]
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</div>
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<h3>[method:Float lengthManhattan]()</h3>
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<div>
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Computes Manhattan length of this vector.<br />
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[link:http://en.wikipedia.org/wiki/Taxicab_geometry]
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</div>
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<h3>[method:Vector4 setX]([page:Float x]) [page:Vector4 this]</h3>
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<div>
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x -- [page:Float]
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</div>
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<div>
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Sets the x component of the vector.
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</div>
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<h3>[method:Vector4 setY]([page:Float y]) [page:Vector4 this]</h3>
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<div>
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y -- [page:Float]
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</div>
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<div>
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Sets the y component of the vector.
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</div>
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<h3>[method:Vector4 setZ]([page:Float z]) [page:Vector4 this]</h3>
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<div>
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z -- [page:Float]
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</div>
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<div>
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Sets the z component of the vector.
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</div>
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<h3>[method:Vector4 setW]([page:Float w]) [page:Vector4 this]</h3>
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<div>
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w -- [page:Float]
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</div>
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<div>
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Sets the w component of the vector.
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</div>
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<h2>Source</h2>
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[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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</body>
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</html>
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