Vector4
A 4D vector: an ordered quadruplet of numbers (x, y, z, w).
A 4D vector can hold a point, a direction with a length, or any four numbers. Its length is the distance from (0, 0, 0, 0) to (x, y, z, w).
Vectors are mutable and not thread-safe. Use each instance from one thread only. Most methods change this and return it for chaining.
Iterating a vector yields its components (x, y, z, w) in order.
Note: the w component defaults to 1.0 (matching three.js), unlike the other three components which default to 0.0.
Constructors
Functions
Sets this vector to a + b.
Multiplies this vector by the 4x4 matrix m.
Clamps this vector's length into [min, max].
Clamps each component into the scalar range [minVal, maxVal].
Divides all components by scalar.
Sets x = array[offset], y = array[offset + 1], z = array[offset + 2], w = array[offset + 3].
Returns the component at index (0 = x, 1 = y, 2 = z, 3 = w).
Returns the Manhattan length of this vector.
Multiplies all components by scalar.
Rounds each component toward zero.
Sets the x, y and z components of this vector to the quaternion q's axis and w to the angle.
Sets the x, y and z components of this vector to the axis of rotation and w to the angle, from the 4x4 matrix m (whose upper-left 3x3 is assumed to be a pure rotation matrix).
Sets the vector components to the position elements of the transformation matrix m.
Sets this vector to a - b.