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Vector4

Class representing a 4D vector. A 4D vector is an ordered quadruplet of numbers (labeled x, y, z, and w), which can be used to represent a number of things, such as:

  • A point in 4D space.
  • A direction and length in 4D space. In three.js the length will always be the Euclidean distance (straight-line distance) from (0, 0, 0, 0) to (x, y, z, w) and the direction is also measured from (0, 0, 0, 0) towards (x, y, z, w).
  • Any arbitrary ordered quadruplet of numbers.

There are other things a 4D vector can be used to represent, however these are the most common uses in three.js.

Iterating through a Vector4 instance will yield its components (x, y, z, w) in the corresponding order.

Code Example

const a = new THREE.Vector4( 0, 1, 0, 0 ); //no arguments; will be initialised
to (0, 0, 0, 1) const b = new THREE.Vector4( ); const d = a.dot( b );

Constructor

Vector4

function Vector4( x: Float, y: Float, z: Float, w: Float ): void;  

x - the x value of this vector. Default is 0.
y - the y value of this vector. Default is 0.
z - the z value of this vector. Default is 0.
w - the w value of this vector. Default is 1.

Creates a new Vector4.

Properties

isVector4

isVector4: Boolean;  

Read-only flag to check if a given object is of type Vector4.

x

x: Float;  

y

y: Float;  

z

z: Float;  

w

w: Float;  

width

width: Float;  

Alias for .z.

height

height: Float;  

Alias for .w.

Methods

add

function add( v: Vector4 ): this;  

Adds v to this vector.

addScalar

function addScalar( s: Float ): this;  

Adds the scalar value s to this vector's .x, .y, .z and .w values.

addScaledVector

function addScaledVector( v: Vector4, s: Float ): this;  

Adds the multiple of v and s to this vector.

addVectors

function addVectors( a: Vector4, b: Vector4 ): this;  

Sets this vector to a + b.

applyMatrix4

function applyMatrix4( m: Matrix4 ): this;  

Multiplies this vector by 4 x 4 m.

ceil

function ceil( ): this;  

The .x, .y, .z and .w components of this vector are rounded up to the nearest integer value.

clamp

function clamp( min: Vector4, max: Vector4 ): this;  

.ector4 - the minimum .x, .y, .z and .w values.
.ector4 - the maximum .x, .y, .z and .w values in the desired range

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.

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 replaced by the corresponding value.

clampLength

function clampLength( min: Float, max: Float ): this;  

min - the minimum value the length will be clamped to
max - the maximum value the length will be clamped to

If this vector's length is greater than the max value, it is replaced by the max value.

If this vector's length is less than the min value, it is replaced by the min value.

clampScalar

function clampScalar( min: Float, max: Float ): this;  

min - the minimum value the components will be clamped to
max - the maximum value the components will be clamped to

If this vector's x, y, z or w values are greater than the max value, they are replaced by the max value.

If this vector's x, y, z or w values are less than the min value, they are replaced by the min value.

clone

function clone( ): Vector4;  

Returns a new Vector4 with the same .x, .y, .z and .w values as this one.

copy

function copy( v: Vector4 ): this;  

Copies the values of the passed Vector4's .x, .y, .z and .w properties to this Vector4.

divideScalar

function divideScalar( s: Float ): this;  

Divides this vector by scalar s.

dot

function dot( v: Vector4 ): Float;  

Calculates the dot product of this vector and v.

equals

function equals( v: Vector4 ): Boolean;  

Returns true if the components of this vector and v are strictly equal; false otherwise.

floor

function floor( ): this;  

The components of this vector are rounded down to the nearest integer value.

fromArray

function fromArray( array: Array, offset: Integer ): this;  

array - the source array.
offset - (optional) offset into the array. Default is 0.

Sets this vector's .x value to be array[ offset + 0 ], .y value to be array[ offset + 1 ] .z value to be array[ offset + 2 ] and .w value to be array[ offset + 3 ].

fromBufferAttribute

function fromBufferAttribute( attribute: BufferAttribute, index: Integer ):
this;

attribute - the source attribute.
index - index in the attribute.

Sets this vector's .x, .y, .z and .w values from the .ufferAttribute.

getComponent

function getComponent( index: Integer ): Float;  

index - 0, 1, 2 or 3.

If index equals 0 returns the .x value.
If index equals 1 returns the .y value.
If index equals 2 returns the .z value.
If index equals 3 returns the .w value.

length

function length( ): Float;  

Computes the Euclidean length (straight-line length) from (0, 0, 0, 0) to (x, y, z, w).

manhattanLength

function manhattanLength( ): Float;  

Computes the Manhattan length of this vector.

lengthSq

function lengthSq( ): Float;  

Computes the square of the Euclidean length (straight-line length) from (0, 0, 0, 0) to (x, y, z, w). If you are comparing the lengths of vectors, you should compare the length squared instead as it is slightly more efficient to calculate.

lerp

function lerp( v: Vector4, alpha: Float ): this;  

v - Vector4 to interpolate towards.
alpha - interpolation factor, typically in the closed interval [0, 1].

Linearly interpolates between this vector and v, where alpha is the percent distance along the line - alpha = 0 will be this vector, and alpha = 1 will be v.

lerpVectors

function lerpVectors( v1: Vector4, v2: Vector4, alpha: Float ): this;  

v1 - the starting Vector4.
v2 - Vector4 to interpolate towards.
alpha - interpolation factor, typically in the closed interval [0, 1].

Sets this vector to be the vector linearly interpolated between v1 and v2 where alpha is the percent distance along the line connecting the two vectors - alpha = 0 will be v1, and alpha = 1 will be v2.

negate

function negate( ): this;  

Inverts this vector - i.e. sets x = -x, y = -y, z = -z and w = -w.

normalize

function normalize( ): this;  

Converts this vector to a unit vector - that is, sets it equal to a vector with the same direction as this one, but .length 1.

max

function max( v: Vector4 ): this;  

If this vector's x, y, z or w value is less than v's x, y, z or w value, replace that value with the corresponding max value.

min

function min( v: Vector4 ): this;  

If this vector's x, y, z or w value is greater than v's x, y, z or w value, replace that value with the corresponding min value.

multiply

function multiply( v: Vector4 ): this;  

Multiplies this vector by v.

multiplyScalar

function multiplyScalar( s: Float ): this;  

Multiplies this vector by scalar s.

round

function round( ): this;  

The components of this vector are rounded to the nearest integer value.

roundToZero

function roundToZero( ): this;  

The components of this vector are rounded towards zero (up if negative, down if positive) to an integer value.

set

function set( x: Float, y: Float, z: Float, w: Float ): this;  

Sets the .x, .y, .z and .w components of this vector.

setAxisAngleFromQuaternion

function setAxisAngleFromQuaternion( q: Quaternion ): this;  

q - a normalized Quaternion

Sets the .x, .y and .z components of this vector to the quaternion's axis and .w to the angle.

setAxisAngleFromRotationMatrix

function setAxisAngleFromRotationMatrix( m: Matrix4 ): this;  

m - a Matrix4 of which the upper left 3x3 matrix is a pure rotation matrix.

Sets the .x, .y and .z to the axis of rotation and .w to the angle.

setComponent

function setComponent( index: Integer, value: Float ): this;  

index - 0, 1, 2 or 3.
value - Float

If index equals 0 set .x to .loat.
If index equals 1 set .y to .loat.
If index equals 2 set .z to .loat.
If index equals 3 set .w to .loat.

setLength

function setLength( l: Float ): this;  

Sets this vector to a vector with the same direction as this one, but .length .loat.

setScalar

function setScalar( scalar: Float ): this;  

Sets the .x, .y, .z and .w values of this vector both equal to .loat.

setX

function setX( x: Float ): this;  

Replaces this vector's .x value with .loat.

setY

function setY( y: Float ): this;  

Replaces this vector's .y value with .loat.

setZ

function setZ( z: Float ): this;  

Replaces this vector's .z value with .loat.

setW

function setW( w: Float ): this;  

Replaces this vector's .w value with .loat.

sub

function sub( v: Vector4 ): this;  

Subtracts v from this vector.

subScalar

function subScalar( s: Float ): this;  

Subtracts .loat from this vector's .x, .y, .z and .w components.

subVectors

function subVectors( a: Vector4, b: Vector4 ): this;  

Sets this vector to a - b.

toArray

function toArray( array: Array, offset: Integer ): Array;  

array - (optional) array to store this vector to. If this is not provided, a new array will be created.
offset - (optional) optional offset into the array.

Returns an array [x, y, z, w], or copies x, y, z and w into the provided array.

random

function random( ): this;  

Sets each component of this vector to a pseudo-random value between 0 and 1, excluding 1.

Source

src/math/Vector4.js