Doodle3D-Slicer/three.js-master/docs/api/math/Vector2.html
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<h1>[name]</h1>
<div class="desc">2D vector.</div>
<h2>Example</h2>
<code>var a = new THREE.Vector2( 0, 1 );
var b = new THREE.Vector2( 1, 0 );
var d = a.distanceTo( b );
</code>
<h2>Constructor</h2>
<h3>[name]( [page:Float x], [page:Float y] )</h3>
<div>
x -- [page:Float] representing the x value of the vector <br />
y -- [page:Float] representing the y value of the vector
</div>
<div>
A vector in 2 dimensional space
</div>
<h2>Properties</h2>
<h3>[property:Float x]</h3>
<h3>[property:Float y]</h3>
<h2>Methods</h2>
<h3>[method:Vector2 set]( [page:Float x], [page:Float y] ) [page:Vector2 this]</h3>
<div>
Sets value of this vector.
</div>
<h3>[method:Vector2 copy]( [page:Vector2 v] ) [page:Vector2 this]</h3>
<div>
Copies value of *v* to this vector.
</div>
<h3>[method:Vector2 add]( [page:Vector2 v] ) [page:Vector2 this]</h3>
<div>
Adds *v* to this vector.
</div>
<h3>[method:Vector2 addVectors]( [page:Vector2 a], [page:Vector2 b] ) [page:Vector2 this]</h3>
<div>
Sets this vector to *a + b*.
</div>
<h3>[method:Vector2 sub]( [page:Vector2 v] ) [page:Vector2 this]</h3>
<div>
Subtracts *v* from this vector.
</div>
<h3>[method:Vector2 subVectors]( [page:Vector2 a], [page:Vector2 b] ) [page:Vector2 this]</h3>
<div>
Sets this vector to *a - b*.
</div>
<h3>[method:Vector2 multiplyScalar]( [page:Float s] ) [page:Vector2 this]</h3>
<div>
Multiplies this vector by scalar *s*.
</div>
<h3>[method:Vector2 divideScalar]( [page:Float s] ) [page:Vector2 this]</h3>
<div>
Divides this vector by scalar *s*.<br />
Set vector to *( 0, 0 )* if *s == 0*.
</div>
<h3>[method:Vector2 negate]() [page:Vector2 this]</h3>
<div>
Inverts this vector.
</div>
<h3>[method:Float dot]( [page:Vector2 v] )</h3>
<div>
Computes dot product of this vector and *v*.
</div>
<h3>[method:Float lengthSq]()</h3>
<div>
Computes squared length of this vector.
</div>
<h3>[method:Float length]()</h3>
<div>
Computes length of this vector.
</div>
<h3>[method:Vector2 normalize]() [page:Vector2 this]</h3>
<div>
Normalizes this vector.
</div>
<h3>[method:Float distanceTo]( [page:Vector2 v] )</h3>
<div>
Computes distance of this vector to *v*.
</div>
<h3>[method:Float distanceToSquared]( [page:Vector2 v] )</h3>
<div>
Computes squared distance of this vector to *v*.
</div>
<h3>[method:Vector2 setLength]( [page:Float l] ) [page:Vector2 this]</h3>
<div>
Normalizes this vector and multiplies it by *l*.
</div>
<h3>[method:Boolean equals]( [page:Vector2 v] )</h3>
<div>
Checks for strict equality of this vector and *v*.
</div>
<h3>[method:Vector2 clone]()</h3>
<div>
Clones this vector.
</div>
<h3>[method:Vector2 clamp]([page:Vector2 min], [page:Vector2 max]) [page:Vector2 this]</h3>
<div>
min -- [page:Vector2] containing the min x and y values in the desired range <br />
max -- [page:Vector2] containing the max x and y values in the desired range
</div>
<div>
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 /> If this vector's x or y value is less than the min vector's x or y value, it is replace by the corresponding value.
</div>
<h3>[method:Vector2 clampScalar]([page:Float min], [page:Float max]) [page:Vector2 this]</h3>
<div>
min -- [page:Float] the minimum value the components will be clamped to <br />
max -- [page:Float] the maximum value the components will be clamped to
</div>
<div>
If this vector's x or y values are greater than the max value, they are replaced by the max value. <br /> If this vector's x or y values are less than the min value, they are replace by the min value.
</div>
<h3>[method:Vector2 floor]()</h3>
<div>
The components of the vector are rounded downwards (towards negative infinity) to an integer value.
</div>
<h3>[method:Vector2 ceil]()</h3>
<div>
The components of the vector are rounded upwards (towards positive infinity) to an integer value.
</div>
<h3>[method:Vector2 round]()</h3>
<div>
The components of the vector are rounded towards the nearest integer value.
</div>
<h3>[method:Vector2 roundToZero]()</h3>
<div>
The components of the vector are rounded towards zero (up if negative, down if positive) to an integer value.
</div>
<h3>[method:Vector2 lerp]([page:Vector2 v], [page:Float alpha]) [page:Vector2 this]</h3>
<div>
v -- [page:Vector2] <br />
alpha -- [page:Float] between 0 and 1;
</div>
<div>
Linear interpolation between this vector and v, where alpha is the percent along the line.
</div>
<h3>[method:Vector2 lerpVectors]([page:Vector2 v1], [page:Vector2 v2], [page:Float alpha]) [page:Vector2 this]</h3>
<div>
v1 -- [page:Vector2] <br />
v2 -- [page:Vector2] <br />
alpha -- [page:Float] between 0 and 1.
</div>
<div>
Sets this vector to be the vector linearly interpolated between *v1* and *v2* with *alpha* factor.
</div>
<h3>[method:undefined setComponent]([page:Integer index], [page:Float value])</h3>
<div>
index -- 0 or 1 <br />
value -- [page:Float]
</div>
<div>
if index equals 0 method replaces this.x with value. <br />
if index equals 1 method replaces this.y with value.
</div>
<h3>[method:Vector2 addScalar]([page:Float s]) [page:Vector2 this]</h3>
<div>
s -- [page:Float]
</div>
<div>
Add the scalar value s to this vector's x and y values.
</div>
<h3>[method:Float getComponent]([page:Integer index])</h3>
<div>
index -- 0 or 1
</div>
<div>
if index equals 0 returns the x value. <br />
if index equals 1 returns the y value.
</div>
<h3>[method:Vector2 fromArray]([page:Array array]) [page:Vector2 this]</h3>
<div>
array -- [page:Array] of length 2
</div>
<div>
Sets this vector's x value to be array[0] and y value to be array[1].
</div>
<h3>[method:Array toArray]( [page:Array array] )</h3>
<div>
array -- Optional array to store the vector.
</div>
<div>
Returns an array [x, y].
</div>
<h3>[method:Vector2 min]([page:Vector2 v]) [page:Vector2 this]</h3>
<div>
v -- [page:Vector2]
</div>
<div>
If this vector's x or y value is less than v's x or y value, replace that value with the corresponding min value.
</div>
<h3>[method:Vector2 max]([page:Vector2 v]) [page:Vector2 this]</h3>
<div>
v -- [page:Vector2]
</div>
<div>
If this vector's x or y value is greater than v's x or y value, replace that value with the corresponding max value.
</div>
<h3>[method:Vector2 setX]([page:Float x]) [page:Vector2 this]</h3>
<div>
x -- [page:Float]
</div>
<div>
replace this vector's x value with x.
</div>
<h3>[method:Vector2 setY]([page:Float y]) [page:Vector2 this]</h3>
<div>
y -- [page:Float]
</div>
<div>
replace this vector's y value with y.
</div>
<h2>Source</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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