Class List

pc.Vec4

A 4-dimensional vector.

Summary

Static Properties

 ONE A constant vector set to [1, 1, 1, 1].[read only] ZERO A constant vector set to [0, 0, 0, 0].[read only]

Properties

 w The fourth component of the vector. x The first component of the vector. y The second component of the vector. z The third component of the vector.

Methods

 add Adds a 4-dimensional vector to another in place. add2 Adds two 4-dimensional vectors together and returns the result. clone Returns an identical copy of the specified 4-dimensional vector. copy Copied the contents of a source 4-dimensional vector to a destination 4-dimensional vector. dot Returns the result of a dot product operation performed on the two specified 4-dimensional vectors. equals Reports whether two vectors are equal. length Returns the magnitude of the specified 4-dimensional vector. lengthSq Returns the magnitude squared of the specified 4-dimensional vector. lerp Returns the result of a linear interpolation between two specified 4-dimensional vectors. mul Returns the result of multiplying the specified 4-dimensional vectors together. mul2 Returns the result of multiplying the specified 4-dimensional vectors together. normalize Returns the specified 4-dimensional vector copied and converted to a unit vector. scale Scales each dimension of the specified 4-dimensional vector by the supplied scalar value. set Sets the specified 4-dimensional vector to the supplied numerical values. sub Subtracts a 4-dimensional vector from another in place. sub2 Subtracts two 4-dimensional vectors from one another and returns the result. toString Converts the vector to string form.

Details

Static Properties

 ONE A constant vector set to [1, 1, 1, 1].[read only] ZERO A constant vector set to [0, 0, 0, 0].[read only]

Constructor

Vec4([x], [y], [z], [w]) 

Creates a new Vec4 object

Parameters

 x Number The x value. If x is an array of length 4, the array will be used to populate all components. y Number The y value z Number The z value w Number The w value

Properties

Numberw

The fourth component of the vector.

``````var vec = new pc.Vec4(10, 20, 30, 40);

// Get w
var w = vec.w;

// Set w
vec.w = 0;``````
Numberx

The first component of the vector.

``````var vec = new pc.Vec4(10, 20, 30, 40);

// Get x
var x = vec.x;

// Set x
vec.x = 0;``````
Numbery

The second component of the vector.

``````var vec = new pc.Vec4(10, 20, 30, 40);

// Get y
var y = vec.y;

// Set y
vec.y = 0;``````
Numberz

The third component of the vector.

``````var vec = new pc.Vec4(10, 20, 30, 40);

// Get z
var z = vec.z;

// Set z
vec.z = 0;``````

Methods

Adds a 4-dimensional vector to another in place.

``````var a = new pc.Vec4(10, 10, 10, 10);
var b = new pc.Vec4(20, 20, 20, 20);

// Should output [30, 30, 30]
console.log("The result of the addition is: " + a.toString());``````

Parameters

 rhs pc.Vec4 The vector to add to the specified vector.

Returns

pc.Vec4 Self for chaining.

Adds two 4-dimensional vectors together and returns the result.

``````var a = new pc.Vec4(10, 10, 10, 10);
var b = new pc.Vec4(20, 20, 20, 20);
var r = new pc.Vec4();

// Should output [30, 30, 30]

console.log("The result of the addition is: " + r.toString());``````

Parameters

 lhs pc.Vec4 The first vector operand for the addition. rhs pc.Vec4 The second vector operand for the addition.

Returns

pc.Vec4 Self for chaining.

clone() 

Returns an identical copy of the specified 4-dimensional vector.

``````var v = new pc.Vec4(10, 20, 30, 40);
var vclone = v.clone();
console.log("The result of the cloning is: " + vclone.toString());``````

Returns

pc.Vec4 A 4-dimensional vector containing the result of the cloning.

copy(rhs) 

Copied the contents of a source 4-dimensional vector to a destination 4-dimensional vector.

``````var src = new pc.Vec4(10, 20, 30, 40);
var dst = new pc.Vec4();

dst.copy(src);

console.log("The two vectors are " + (dst.equals(src) ? "equal" : "different"));``````

Parameters

 rhs pc.Vec4 A vector to copy to the specified vector.

Returns

pc.Vec4 Self for chaining.

dot(rhs) 

Returns the result of a dot product operation performed on the two specified 4-dimensional vectors.

``````var v1 = new pc.Vec4(5, 10, 20, 40);
var v2 = new pc.Vec4(10, 20, 40, 80);
var v1dotv2 = v1.dot(v2);
console.log("The result of the dot product is: " + v1dotv2);``````

Parameters

 rhs pc.Vec4 The second 4-dimensional vector operand of the dot product.

Returns

Number The result of the dot product operation.

equals(rhs) 

Reports whether two vectors are equal.

``````var a = new pc.Vec4(1, 2, 3, 4);
var b = new pc.Vec4(5, 6, 7, 8);
console.log("The two vectors are " + (a.equals(b) ? "equal" : "different"));``````

Parameters

 rhs pc.Vec4 The vector to compare to the specified vector.

Returns

Boolean true if the vectors are equal and false otherwise.

length() 

Returns the magnitude of the specified 4-dimensional vector.

``````var vec = new pc.Vec4(3, 4, 0, 0);
var len = vec.length();
// Should output 5
console.log("The length of the vector is: " + len);``````

Returns

Number The magnitude of the specified 4-dimensional vector.

lengthSq() 

Returns the magnitude squared of the specified 4-dimensional vector.

``````var vec = new pc.Vec4(3, 4, 0);
var len = vec.lengthSq();
// Should output 25
console.log("The length squared of the vector is: " + len);``````

Returns

Number The magnitude of the specified 4-dimensional vector.

lerp(lhs, rhs, alpha) 

Returns the result of a linear interpolation between two specified 4-dimensional vectors.

``````var a = new pc.Vec4(0, 0, 0, 0);
var b = new pc.Vec4(10, 10, 10, 10);
var r = new pc.Vec4();

r.lerp(a, b, 0);   // r is equal to a
r.lerp(a, b, 0.5); // r is 5, 5, 5, 5
r.lerp(a, b, 1);   // r is equal to b``````

Parameters

 lhs pc.Vec4 The 4-dimensional to interpolate from. rhs pc.Vec4 The 4-dimensional to interpolate to. alpha Number The value controlling the point of interpolation. Between 0 and 1, the linear interpolant will occur on a straight line between lhs and rhs. Outside of this range, the linear interpolant will occur on a ray extrapolated from this line.

Returns

pc.Vec4 Self for chaining.

mul(rhs) 

Returns the result of multiplying the specified 4-dimensional vectors together.

``````var a = new pc.Vec4(2, 3, 4, 5);
var b = new pc.Vec4(4, 5, 6, 7);

a.mul(b);

// Should output 8, 15, 24, 35
console.log("The result of the multiplication is: " + a.toString());``````

Parameters

 rhs pc.Vec4 The 4-dimensional vector used as the second multiplicand of the operation.

Returns

pc.Vec4 Self for chaining.

mul2(lhs, rhs) 

Returns the result of multiplying the specified 4-dimensional vectors together.

``````var a = new pc.Vec4(2, 3, 4, 5);
var b = new pc.Vec4(4, 5, 6, 7);
var r = new pc.Vec4();

r.mul2(a, b);

// Should output 8, 15, 24, 35
console.log("The result of the multiplication is: " + r.toString());``````

Parameters

 lhs pc.Vec4 The 4-dimensional vector used as the first multiplicand of the operation. rhs pc.Vec4 The 4-dimensional vector used as the second multiplicand of the operation.

Returns

pc.Vec4 Self for chaining.

normalize() 

Returns the specified 4-dimensional vector copied and converted to a unit vector. If the vector has a length of zero, the vector's elements will be set to zero.

``````var v = new pc.Vec4(25, 0, 0, 0);

v.normalize();

// Should output 1, 0, 0, 0
console.log("The result of the vector normalization is: " + v.toString());``````

Returns

pc.Vec4 The result of the normalization.

scale(scalar) 

Scales each dimension of the specified 4-dimensional vector by the supplied scalar value.

``````var v = new pc.Vec4(2, 4, 8, 16);

// Multiply by 2
v.scale(2);

// Negate
v.scale(-1);

// Divide by 2
v.scale(0.5);``````

Parameters

 scalar Number The value by which each vector component is multiplied.

Returns

pc.Vec4 Self for chaining.

set(x, y, z, w) 

Sets the specified 4-dimensional vector to the supplied numerical values.

``````var v = new pc.Vec4();
v.set(5, 10, 20, 40);

// Should output 5, 10, 20, 40
console.log("The result of the vector set is: " + v.toString());``````

Parameters

 x Number The value to set on the first component of the vector. y Number The value to set on the second component of the vector. z Number The value to set on the third component of the vector. w Number The value to set on the fourth component of the vector.

sub(rhs) 

Subtracts a 4-dimensional vector from another in place.

``````var a = new pc.Vec4(10, 10, 10, 10);
var b = new pc.Vec4(20, 20, 20, 20);

a.sub(b);

// Should output [-10, -10, -10, -10]
console.log("The result of the subtraction is: " + a.toString());``````

Parameters

 rhs pc.Vec4 The vector to add to the specified vector.

Returns

pc.Vec4 Self for chaining.

sub2(lhs, rhs) 

Subtracts two 4-dimensional vectors from one another and returns the result.

``````var a = new pc.Vec4(10, 10, 10, 10);
var b = new pc.Vec4(20, 20, 20, 20);
var r = new pc.Vec4();

r.sub2(a, b);

// Should output [-10, -10, -10, -10]
console.log("The result of the subtraction is: " + r.toString());``````

Parameters

 lhs pc.Vec4 The first vector operand for the subtraction. rhs pc.Vec4 The second vector operand for the subtraction.

Returns

pc.Vec4 Self for chaining.

toString() 

Converts the vector to string form.

``````var v = new pc.Vec4(20, 10, 5, 0);
// Should output '[20, 10, 5, 0]'
console.log(v.toString());``````

Returns

String The vector in string form.