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Vector4.d.ts
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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';
/**
* 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;
width: number;
height: number;
readonly 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;
/**
* Sets this vector's x, y, z and w value from the provided array.
* @param array the source array.
* @param offset (optional) offset into the array. Default is 0.
*/
fromArray( array: number[], offset?: number ): this;
/**
* Sets this vector's x, y, z and w value from the provided array-like.
* @param array the source array-like.
* @param offset (optional) offset into the array-like. Default is 0.
*/
fromArray( array: ArrayLike<number>, offset?: number ): this;
/**
* Returns an array [x, y, z, w], or copies x, y, z and w into the provided array.
* @param array (optional) array to store the vector to. If this is not provided, a new array will be created.
* @param offset (optional) optional offset into the array.
* @return The created or provided array.
*/
toArray( array?: number[], offset?: number ): number[];
/**
* Copies x, y, z and w into the provided array-like.
* @param array array-like to store the vector to.
* @param offset (optional) optional offset into the array-like.
* @return The provided array-like.
*/
toArray( array: ArrayLike<number>, offset?: number ): ArrayLike<number>;
fromBufferAttribute(
attribute: BufferAttribute,
index: number,
offset?: number
): this;
}