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Namespace SpiderGL.Math.Vec4

The SpiderGL.Math.Vec4 namespace defines operations on 4-dimensional vectors.

Namespace Summary
Constructor Attributes Constructor Name and Description
 
The SpiderGL.Math.Vec4 namespace.

Method Summary

Method Attributes Method Name and Description
<static>  
SpiderGL.Math.Vec4.abs(v)
Component-wise absolute value of a 4-dimensional vector.
<static>  
SpiderGL.Math.Vec4.acos(v)
Component-wise arccosine of a 4-dimensional vector.
<static>  
SpiderGL.Math.Vec4.add(u, v)
Component-wise addition of two 4-dimensional vectors.
<static>  
SpiderGL.Math.Vec4.add$(u, v)
In-place component-wise addition of two 4-dimensional vectors.
<static>  
SpiderGL.Math.Vec4.adds(v, s)
Component-wise addition of a 4-dimensional vector and a scalar.
<static>  
SpiderGL.Math.Vec4.adds$(v, s)
In-place component-wise addition of a 4-dimensional vector and a scalar.
<static>  
SpiderGL.Math.Vec4.asin(v)
Component-wise arcsine of a 4-dimensional vector.
<static>  
SpiderGL.Math.Vec4.atan(v)
Component-wise arctangent of a 4-dimensional vector.
<static>  
SpiderGL.Math.Vec4.atan2(y, x)
Component-wise arctangent of the quotient of two 4-dimensional vectors.
<static>  
SpiderGL.Math.Vec4.ceil(v)
Component-wise ceil of a 4-dimensional vector.
<static>  
SpiderGL.Math.Vec4.clamp(v, min, max)
Component-wise clamp of a 4-dimensional vector with vector bounds.
<static>  
SpiderGL.Math.Vec4.copy$(u, v)
In-place component-wise copy of two 4-dimensional vectors.
<static>  
SpiderGL.Math.Vec4.cos(v)
Component-wise cosine of a 4-dimensional vector.
<static>  
SpiderGL.Math.Vec4.cross(u, v, w)
Cross product of three 4-dimensional vectors.
<static>  
SpiderGL.Math.Vec4.degToRad(v)
Component-wise conversion of a 4-dimensional vector from degrees to radians.
<static>  
SpiderGL.Math.Vec4.div(u, v)
Component-wise division of two 4-dimensional vectors.
<static>  
SpiderGL.Math.Vec4.div$(u, v)
In-place component-wise division of two 4-dimensional vectors.
<static>  
SpiderGL.Math.Vec4.divs(v, s)
Component-wise division of a 4-dimensional vector by a scalar.
<static>  
SpiderGL.Math.Vec4.divs$(v, s)
In-place component-wise division of a 4-dimensional vector by a scalar.
<static>  
SpiderGL.Math.Vec4.dot(u, v)
Dot product of two 4-dimensional vectors.
<static>  
SpiderGL.Math.Vec4.dup(v)
Duplicates the input 4-dimensional vector.
<static>  
SpiderGL.Math.Vec4.exp(v)
Component-wise exponential of a 4-dimensional vector.
<static>  
SpiderGL.Math.Vec4.floor(v)
Component-wise floor of a 4-dimensional vector.
<static>  
SpiderGL.Math.Vec4.length(v)
Length of a 4-dimensional vector.
<static>  
SpiderGL.Math.Vec4.lerp(u, v, t)
Linear interpolation between two 4-dimensional vectors.
<static>  
SpiderGL.Math.Vec4.ln(v)
Component-wise natural (base E) logarithm of a 4-dimensional vector.
<static>  
SpiderGL.Math.Vec4.log(v)
Component-wise natural (base E) logarithm of a 4-dimensional vector.
<static>  
SpiderGL.Math.Vec4.log10(v)
Component-wise base 10 logarithm of a 4-dimensional vector.
<static>  
SpiderGL.Math.Vec4.log2(v)
Component-wise base 2 logarithm of a 4-dimensional vector.
<static>  
SpiderGL.Math.Vec4.max(u, v)
Component-wise maximum of two 4-dimensional vectors.
<static>  
SpiderGL.Math.Vec4.maxNumber()
Creates a 4-dimensional vector initialized with SpiderGL.Math.MAX_NUMBER.
<static>  
SpiderGL.Math.Vec4.min(u, v)
Component-wise minimum of two 4-dimensional vectors.
<static>  
SpiderGL.Math.Vec4.minNumber()
Creates a 4-dimensional vector initialized with SpiderGL.Math.MIN_NUMBER.
<static>  
SpiderGL.Math.Vec4.mul(u, v)
Component-wise multiplication of two 4-dimensional vectors.
<static>  
SpiderGL.Math.Vec4.mul$(u, v)
In-place component-wise multiplication of two 4-dimensional vectors.
<static>  
SpiderGL.Math.Vec4.muls(v, s)
Component-wise multiplication of a 4-dimensional vector and a scalar.
<static>  
SpiderGL.Math.Vec4.muls$(v, s)
In-place component-wise multiplication of a 4-dimensional vector and a scalar.
<static>  
SpiderGL.Math.Vec4.neg(v)
Component-wise negation of a 4-dimensional vector.
<static>  
SpiderGL.Math.Vec4.neg$(v)
In-place component-wise negation of a 4-dimensional vector.
<static>  
SpiderGL.Math.Vec4.normalize(v)
Creates a normalized 4-dimensional vector.
<static>  
SpiderGL.Math.Vec4.normalize$(v)
In-place 4-dimensional vector normalization.
<static>  
SpiderGL.Math.Vec4.one()
Creates a 4-dimensional vector initialized with one.
<static>  
SpiderGL.Math.Vec4.pow(u, v)
Component-wise power of two 4-dimensional vectors.
<static>  
SpiderGL.Math.Vec4.project(v)
Projects a homogeneous 4-dimensional vector.
<static>  
SpiderGL.Math.Vec4.radToDeg(v)
Component-wise conversion of a 4-dimensional vector from radians to degrees.
<static>  
SpiderGL.Math.Vec4.random()
Creates a random 4-dimensional vector between 0 and 1.
<static>  
SpiderGL.Math.Vec4.random01()
Creates a random 4-dimensional vector between 0 and 1.
<static>  
SpiderGL.Math.Vec4.random11()
Creates a random 4-dimensional vector between -1 and 1.
<static>  
SpiderGL.Math.Vec4.randomRange(min, max)
Creates a random 4-dimensional vector inside a range.
<static>  
SpiderGL.Math.Vec4.rcp(v)
Component-wise reciprocal of a 4-dimensional vector.
<static>  
SpiderGL.Math.Vec4.round(v)
Component-wise round of a 4-dimensional vector.
<static>  
SpiderGL.Math.Vec4.scalar(s)
Creates a 4-dimensional vector initialized with a scalar.
<static>  
SpiderGL.Math.Vec4.sdiv(s, v)
Component-wise division of a scalar by a 4-dimensional vector.
<static>  
SpiderGL.Math.Vec4.sdiv$(s, v)
In-place component-wise division of a scalar by a 4-dimensional.
<static>  
SpiderGL.Math.Vec4.sin(v)
Component-wise sine of a 4-dimensional vector.
<static>  
SpiderGL.Math.Vec4.sqLength(v)
Squared length of a 4-dimensional vector.
<static>  
SpiderGL.Math.Vec4.sqrt(v)
Component-wise square root of a 4-dimensional vector.
<static>  
SpiderGL.Math.Vec4.ssub(s, v)
Component-wise subtraction of a scalar and a 4-dimensional.
<static>  
SpiderGL.Math.Vec4.ssub$(s, v)
In-place component-wise subtraction of a scalar and a 4-dimensional vector.
<static>  
SpiderGL.Math.Vec4.sub(u, v)
Component-wise subtraction of two 4-dimensional vectors.
<static>  
SpiderGL.Math.Vec4.sub$(u, v)
In-place component-wise subtraction of two 4-dimensional vectors.
<static>  
SpiderGL.Math.Vec4.subs(v, s)
Component-wise subtraction of a 4-dimensional vector and a scalar.
<static>  
SpiderGL.Math.Vec4.subs$(v, s)
In-place component-wise subtraction of a 4-dimensional vector and a scalar.
<static>  
SpiderGL.Math.Vec4.tan(v)
Component-wise tangent root of a 4-dimensional vector.
<static>  
SpiderGL.Math.Vec4.to2(v)
Creates a 2-dimensional vector from a 4-dimensional vector.
<static>  
SpiderGL.Math.Vec4.to3(v)
Creates a 3-dimensional vector from a 4-dimensional vector.
<static>  
SpiderGL.Math.Vec4.zero()
Creates a 4-dimensional vector initialized with zero.

Namespace Detail

SpiderGL.Math.Vec4
The SpiderGL.Math.Vec4 namespace. The provided functions operate on 4-dimensional vectors, represented as standard JavaScript arrays of length 4. In general, vectors are considered as column vectors.

Method Detail

  • <static> {array} SpiderGL.Math.Vec4.abs(v)
    Component-wise absolute value of a 4-dimensional vector.
    Parameters:
    {array} v
    The input vector.
    Returns:
    {array} A new 4-dimensional array r, where r[i] = SpiderGL.Math.abs(v[i]).
  • <static> {array} SpiderGL.Math.Vec4.acos(v)
    Component-wise arccosine of a 4-dimensional vector.
    Parameters:
    {array} v
    The input vector.
    Returns:
    {array} A new 4-dimensional array r, where r[i] = SpiderGL.Math.acos(v[i]), in radians.
  • <static> {array} SpiderGL.Math.Vec4.add(u, v)
    Component-wise addition of two 4-dimensional vectors.
    Parameters:
    {array} u
    The first addition operand.
    {array} v
    The second addition operand.
    Returns:
    {array} A new 4-dimensionals vector r, where r[i] = u[i] + v[i].
  • <static> {array} SpiderGL.Math.Vec4.add$(u, v)
    In-place component-wise addition of two 4-dimensional vectors.
    Parameters:
    {array} u
    The first addition operand.
    {array} v
    The second addition operand
    Returns:
    {array} The input vector u, where u[i] = u[i] + v[i].
  • <static> {array} SpiderGL.Math.Vec4.adds(v, s)
    Component-wise addition of a 4-dimensional vector and a scalar.
    Parameters:
    {array} v
    The vector addition operand.
    {number} s
    The scalar addition operand.
    Returns:
    {array} A new 4-dimensionals vector r, where r[i] = v[i] + s.
  • <static> {array} SpiderGL.Math.Vec4.adds$(v, s)
    In-place component-wise addition of a 4-dimensional vector and a scalar.
    Parameters:
    {array} v
    The vector addition operand.
    {number} s
    The scalar addition operand
    Returns:
    {array} The input vector v, where v[i] = v[i] + s.
  • <static> {array} SpiderGL.Math.Vec4.asin(v)
    Component-wise arcsine of a 4-dimensional vector.
    Parameters:
    {array} v
    The input vector.
    Returns:
    {array} A new 4-dimensional array r, where r[i] = SpiderGL.Math.asin(v[i]), in radians.
  • <static> {array} SpiderGL.Math.Vec4.atan(v)
    Component-wise arctangent of a 4-dimensional vector.
    Parameters:
    {array} v
    The input vector.
    Returns:
    {array} A new 4-dimensional array r, where r[i] = SpiderGL.Math.atan(v[i]), between -PI/2 and PI/2 radians.
  • <static> {array} SpiderGL.Math.Vec4.atan2(y, x)
    Component-wise arctangent of the quotient of two 4-dimensional vectors.
    Parameters:
    {array} y
    The numerator vector.
    {array} x
    The denominator vector.
    Returns:
    {array} A new 4-dimensional array r, where r[i] = SpiderGL.Math.atan2(y[i], x[i]), between PI and -PI radians.
  • <static> {array} SpiderGL.Math.Vec4.ceil(v)
    Component-wise ceil of a 4-dimensional vector.
    Parameters:
    {array} v
    The input vector.
    Returns:
    {array} A new 4-dimensional array r, where r[i] = SpiderGL.Math.ceil(v[i]).
  • <static> {array} SpiderGL.Math.Vec4.clamp(v, min, max)
    Component-wise clamp of a 4-dimensional vector with vector bounds.
    Parameters:
    {array} v
    The input vector.
    {array} min
    The lower 4-dimensional bound.
    {array} max
    The upper 4-dimensional bound.
    Returns:
    {array} A new 4-dimensional array r, where r[i] = SpiderGL.Math.clamp(v[i], min[i], max[i]).
  • <static> {array} SpiderGL.Math.Vec4.copy$(u, v)
    In-place component-wise copy of two 4-dimensional vectors.
    Parameters:
    {array} u
    The destination vector.
    {array} v
    The source vector.
    Returns:
    {array} The destination vector u, where u[i] = v[i].
  • <static> {array} SpiderGL.Math.Vec4.cos(v)
    Component-wise cosine of a 4-dimensional vector.
    Parameters:
    {array} v
    The input vector, in radians.
    Returns:
    {array} A new 4-dimensional array r, where r[i] = SpiderGL.Math.cos(v[i]).
  • <static> {array} SpiderGL.Math.Vec4.cross(u, v, w)
    Cross product of three 4-dimensional vectors.
    Parameters:
    {array} u
    The first vector operand.
    {array} v
    The second vector operand.
    {array} w
    The third vector operand.
    Returns:
    {array} A new 4-dimensional array equal to the cross product of u, v and w.
  • <static> {array} SpiderGL.Math.Vec4.degToRad(v)
    Component-wise conversion of a 4-dimensional vector from degrees to radians.
    Parameters:
    {array} v
    The input vector, in radians.
    Returns:
    {array} A new 4-dimensional array r, where r[i] = SpiderGL.Math.degToRad(v[i]).
  • <static> {array} SpiderGL.Math.Vec4.div(u, v)
    Component-wise division of two 4-dimensional vectors.
    Parameters:
    {array} u
    The numerator vector.
    {array} v
    The denominator vector.
    Returns:
    {array} A new 4-dimensionals vector r, where r[i] = u[i] / v[i].
  • <static> {array} SpiderGL.Math.Vec4.div$(u, v)
    In-place component-wise division of two 4-dimensional vectors.
    Parameters:
    {array} u
    The numerator vector.
    {array} v
    The denominator vector.
    Returns:
    {array} The input vector u, where u[i] = u[i] / v[i].
  • <static> {array} SpiderGL.Math.Vec4.divs(v, s)
    Component-wise division of a 4-dimensional vector by a scalar.
    Parameters:
    {array} v
    The numerator vector.
    {number} s
    The scalar denominator.
    Returns:
    {array} A new 4-dimensionals vector r, where r[i] = v[i] / s.
  • <static> {array} SpiderGL.Math.Vec4.divs$(v, s)
    In-place component-wise division of a 4-dimensional vector by a scalar.
    Parameters:
    {array} v
    The numerator vector.
    {number} s
    The scalar denominator.
    Returns:
    {array} The input vector v, where v[i] = v[i] / s.
  • <static> {number} SpiderGL.Math.Vec4.dot(u, v)
    Dot product of two 4-dimensional vectors.
    Parameters:
    {array} u
    The first vector operand.
    {array} v
    The second vector operand.
    Returns:
    {number} The dot product of u and v.
  • <static> {array} SpiderGL.Math.Vec4.dup(v)
    Duplicates the input 4-dimensional vector.
    Parameters:
    {array} v
    The input vector.
    Returns:
    {array} A new 4-dimensional array r, where r[i] = v[i] (same as v.slice(0, 4)).
  • <static> {array} SpiderGL.Math.Vec4.exp(v)
    Component-wise exponential of a 4-dimensional vector.
    Parameters:
    {array} v
    The input vector.
    Returns:
    {array} A new 4-dimensional array r, where r[i] = SpiderGL.Math.exp(v[i]).
  • <static> {array} SpiderGL.Math.Vec4.floor(v)
    Component-wise floor of a 4-dimensional vector.
    Parameters:
    {array} v
    The input vector.
    Returns:
    {array} A new 4-dimensional array r, where r[i] = SpiderGL.Math.floor(v[i]).
  • <static> {number} SpiderGL.Math.Vec4.length(v)
    Length of a 4-dimensional vector.
    Parameters:
    {array} v
    The input vector.
    Returns:
    {number} The length of v.
  • <static> {array} SpiderGL.Math.Vec4.lerp(u, v, t)
    Linear interpolation between two 4-dimensional vectors.
    Parameters:
    {array} u
    The start interpolation bound.
    {array} v
    The stop interpolation bound.
    {number} t
    The interpolation factor, between 0 and 1.
    Returns:
    {array} A new 4-dimensional array r, where r[i] = (1-t)*u[i] + t*v[i].
  • <static> {array} SpiderGL.Math.Vec4.ln(v)
    Component-wise natural (base E) logarithm of a 4-dimensional vector. Same as SpiderGL.Math.Vec4.log.
    Parameters:
    {array} v
    The input vector.
    Returns:
    {array} A new 4-dimensional array r, where r[i] = SpiderGL.Math.ln(v[i]).
  • <static> {array} SpiderGL.Math.Vec4.log(v)
    Component-wise natural (base E) logarithm of a 4-dimensional vector.
    Parameters:
    {array} v
    The input vector.
    Returns:
    {array} A new 4-dimensional array r, where r[i] = SpiderGL.Math.log(v[i]).
  • <static> {array} SpiderGL.Math.Vec4.log10(v)
    Component-wise base 10 logarithm of a 4-dimensional vector.
    Parameters:
    {array} v
    The input vector.
    Returns:
    {array} A new 4-dimensional array r, where r[i] = SpiderGL.Math.log10(v[i]).
  • <static> {array} SpiderGL.Math.Vec4.log2(v)
    Component-wise base 2 logarithm of a 4-dimensional vector.
    Parameters:
    {array} v
    The input vector.
    Returns:
    {array} A new 4-dimensional array r, where r[i] = SpiderGL.Math.log2(v[i]).
  • <static> {array} SpiderGL.Math.Vec4.max(u, v)
    Component-wise maximum of two 4-dimensional vectors.
    Parameters:
    {array} u
    The first vector.
    {array} v
    The second vector.
    Returns:
    {array} A new 4-dimensional array r, where r[i] = SpiderGL.Math.max(u[i], v[i]).
  • <static> {array} SpiderGL.Math.Vec4.maxNumber()
    Creates a 4-dimensional vector initialized with SpiderGL.Math.MAX_NUMBER.
    Returns:
    {array} A new 4-dimensional array r, where r[i] = SpiderGL.Math.MAX_NUMBER.
  • <static> {array} SpiderGL.Math.Vec4.min(u, v)
    Component-wise minimum of two 4-dimensional vectors.
    Parameters:
    {array} u
    The first vector.
    {array} v
    The second vector.
    Returns:
    {array} A new 4-dimensional array r, where r[i] = SpiderGL.Math.min(u[i], v[i]).
  • <static> {array} SpiderGL.Math.Vec4.minNumber()
    Creates a 4-dimensional vector initialized with SpiderGL.Math.MIN_NUMBER.
    Returns:
    {array} A new 4-dimensional array r, where r[i] = SpiderGL.Math.MIN_NUMBER.
  • <static> {array} SpiderGL.Math.Vec4.mul(u, v)
    Component-wise multiplication of two 4-dimensional vectors.
    Parameters:
    {array} u
    The first multiplication operand.
    {array} v
    The second multiplication operand.
    Returns:
    {array} A new 4-dimensionals vector r, where r[i] = u[i] * v[i].
  • <static> {array} SpiderGL.Math.Vec4.mul$(u, v)
    In-place component-wise multiplication of two 4-dimensional vectors.
    Parameters:
    {array} u
    The first multiplication operand.
    {array} v
    The second multiplication operand
    Returns:
    {array} The input vector u, where u[i] = u[i] * v[i].
  • <static> {array} SpiderGL.Math.Vec4.muls(v, s)
    Component-wise multiplication of a 4-dimensional vector and a scalar.
    Parameters:
    {array} v
    The vector multiplication operand.
    {number} s
    The scalar multiplication operand.
    Returns:
    {array} A new 4-dimensionals vector r, where r[i] = v[i] * s.
  • <static> {array} SpiderGL.Math.Vec4.muls$(v, s)
    In-place component-wise multiplication of a 4-dimensional vector and a scalar.
    Parameters:
    {array} v
    The first multiplication operand.
    {number} s
    The second multiplication operand
    Returns:
    {array} The input vector v, where v[i] = v[i] * s.
  • <static> {array} SpiderGL.Math.Vec4.neg(v)
    Component-wise negation of a 4-dimensional vector.
    Parameters:
    {array} v
    The input vector.
    Returns:
    {array} A new 4-dimensionals vector r, where r[i] = -v[i].
  • <static> {array} SpiderGL.Math.Vec4.neg$(v)
    In-place component-wise negation of a 4-dimensional vector.
    Parameters:
    {array} v
    The input vector.
    Returns:
    {array} The input vector v, where v[i] = -v[i].
  • <static> {array} SpiderGL.Math.Vec4.normalize(v)
    Creates a normalized 4-dimensional vector.
    Parameters:
    {array} v
    The input vector.
    Returns:
    {array} A new 4-dimensional array r representing the normalized v, where r[i] = v[i] / SpiderGL.Math.Vec4.length(v).
  • <static> {array} SpiderGL.Math.Vec4.normalize$(v)
    In-place 4-dimensional vector normalization.
    Parameters:
    {array} v
    The input vector.
    Returns:
    {array} The input vector v, where v[i] = v[i] / SpiderGL.Math.Vec4.length(v)
  • <static> {array} SpiderGL.Math.Vec4.one()
    Creates a 4-dimensional vector initialized with one.
    Returns:
    {array} A new 4-dimensional array r, where r[i] = 1.0.
  • <static> {array} SpiderGL.Math.Vec4.pow(u, v)
    Component-wise power of two 4-dimensional vectors.
    Parameters:
    {array} u
    The base vector.
    {array} v
    The exponent vector.
    Returns:
    {array} A new 4-dimensional array r, where r[i] = SpiderGL.Math.pow(u[i], v[i]).
  • <static> {array} SpiderGL.Math.Vec4.project(v)
    Projects a homogeneous 4-dimensional vector.
    Parameters:
    {array} v
    The input vector.
    Returns:
    {array} A new 4-dimensional array r, where r[i] = v[i] / v[3].
  • <static> {array} SpiderGL.Math.Vec4.radToDeg(v)
    Component-wise conversion of a 4-dimensional vector from radians to degrees.
    Parameters:
    {array} v
    The input vector, in degrees.
    Returns:
    {array} A new 4-dimensional array r, where r[i] = SpiderGL.Math.pow(v[i]).
  • <static> {array} SpiderGL.Math.Vec4.random()
    Creates a random 4-dimensional vector between 0 and 1.
    Returns:
    {array} A new 4-dimensional array r, where r[i] = SpiderGL.Math.random().
  • <static> {array} SpiderGL.Math.Vec4.random01()
    Creates a random 4-dimensional vector between 0 and 1. Same as SpiderGL.Math.Vec4.random.
    Returns:
    {array} A new 4-dimensional array r, where r[i] = SpiderGL.Math.random01().
  • <static> {array} SpiderGL.Math.Vec4.random11()
    Creates a random 4-dimensional vector between -1 and 1.
    Returns:
    {array} A new 4-dimensional array r, where r[i] = SpiderGL.Math.random11().
  • <static> {array} SpiderGL.Math.Vec4.randomRange(min, max)
    Creates a random 4-dimensional vector inside a range.
    Parameters:
    {array} min
    The range vector lower bound.
    {array} max
    The range vector upper bound.
    Returns:
    {array} A new 4-dimensional array r, where r[i] = SpiderGL.Math.randomRange(min[i], max[i]).
  • <static> {array} SpiderGL.Math.Vec4.rcp(v)
    Component-wise reciprocal of a 4-dimensional vector.
    Parameters:
    {array} v
    The input (denominator) vector.
    Returns:
    {array} A new 4-dimensionals vector r, where r[i] = 1.0 / v[i].
  • <static> {array} SpiderGL.Math.Vec4.round(v)
    Component-wise round of a 4-dimensional vector.
    Parameters:
    {array} v
    The input vector.
    Returns:
    {array} A new 4-dimensional array r, where r[i] = SpiderGL.Math.round(v[i]).
  • <static> {array} SpiderGL.Math.Vec4.scalar(s)
    Creates a 4-dimensional vector initialized with a scalar.
    Parameters:
    {number} s
    The input scalar.
    Returns:
    {array} A new 4-dimensional array r, where r[i] = s.
  • <static> {array} SpiderGL.Math.Vec4.sdiv(s, v)
    Component-wise division of a scalar by a 4-dimensional vector.
    Parameters:
    {number} s
    The denominator scalar.
    {array} v
    The numerator vector.
    Returns:
    {array} A new 4-dimensionals vector r, where r[i] = s / v[i].
  • <static> {array} SpiderGL.Math.Vec4.sdiv$(s, v)
    In-place component-wise division of a scalar by a 4-dimensional.
    Parameters:
    {number} s
    The scalar numerator.
    {array} v
    The denominator vector.
    Returns:
    {array} The input vector v, where v[i] = s / v[i].
  • <static> {array} SpiderGL.Math.Vec4.sin(v)
    Component-wise sine of a 4-dimensional vector.
    Parameters:
    {array} v
    The input vector, in radians.
    Returns:
    {array} A new 4-dimensional array r, where r[i] = SpiderGL.Math.sin(v[i]).
  • <static> {number} SpiderGL.Math.Vec4.sqLength(v)
    Squared length of a 4-dimensional vector.
    Parameters:
    {array} v
    The input vector.
    Returns:
    {number} The squared length of v, same as the dot product of v with itself.
  • <static> {array} SpiderGL.Math.Vec4.sqrt(v)
    Component-wise square root of a 4-dimensional vector.
    Parameters:
    {array} v
    The input vector.
    Returns:
    {array} A new 4-dimensional array r, where r[i] = SpiderGL.Math.sqrt(v[i]).
  • <static> {array} SpiderGL.Math.Vec4.ssub(s, v)
    Component-wise subtraction of a scalar and a 4-dimensional.
    Parameters:
    {number} s
    The scalar subtraction operand.
    {array} v
    The vector subtraction operand.
    Returns:
    {array} A new 4-dimensionals vector r, where r[i] = s - v[i].
  • <static> {array} SpiderGL.Math.Vec4.ssub$(s, v)
    In-place component-wise subtraction of a scalar and a 4-dimensional vector.
    Parameters:
    {number} s
    The scalar subtraction operand
    {array} v
    The vector subtraction operand.
    Returns:
    {array} The input vector v, where v[i] = s - v[i].
  • <static> {array} SpiderGL.Math.Vec4.sub(u, v)
    Component-wise subtraction of two 4-dimensional vectors.
    Parameters:
    {array} u
    The first subtraction operand.
    {array} v
    The second subtraction operand.
    Returns:
    {array} A new 4-dimensionals vector r, where r[i] = u[i] - v[i].
  • <static> {array} SpiderGL.Math.Vec4.sub$(u, v)
    In-place component-wise subtraction of two 4-dimensional vectors.
    Parameters:
    {array} u
    The first addition operand.
    {array} v
    The second addition operand
    Returns:
    {array} The input vector u, where u[i] = u[i] - v[i].
  • <static> {array} SpiderGL.Math.Vec4.subs(v, s)
    Component-wise subtraction of a 4-dimensional vector and a scalar.
    Parameters:
    {array} v
    The vector subtraction operand.
    {number} s
    The scalar subtraction operand.
    Returns:
    {array} A new 4-dimensionals vector r, where r[i] = v[i] - s.
  • <static> {array} SpiderGL.Math.Vec4.subs$(v, s)
    In-place component-wise subtraction of a 4-dimensional vector and a scalar.
    Parameters:
    {array} v
    The vector subtraction operand.
    {number} s
    The scalar subtraction operand
    Returns:
    {array} The input vector v, where v[i] = v[i] - s.
  • <static> {array} SpiderGL.Math.Vec4.tan(v)
    Component-wise tangent root of a 4-dimensional vector.
    Parameters:
    {array} v
    The input vector, in radians.
    Returns:
    {array} A new 4-dimensional array r, where r[i] = SpiderGL.Math.tan(v[i]).
  • <static> {array} SpiderGL.Math.Vec4.to2(v)
    Creates a 2-dimensional vector from a 4-dimensional vector.
    Parameters:
    {array} v
    The input vector.
    Returns:
    {array} A new 2-dimensional array r equal to v with the 3rd and 4th components dropped.
  • <static> {array} SpiderGL.Math.Vec4.to3(v)
    Creates a 3-dimensional vector from a 4-dimensional vector.
    Parameters:
    {array} v
    The input vector.
    Returns:
    {array} A new 3-dimensional array r equal to v with the 4th component dropped.
  • <static> {array} SpiderGL.Math.Vec4.zero()
    Creates a 4-dimensional vector initialized with zero.
    Returns:
    {array} A new 4-dimensional array r, where r[i] = 0.