mirror of
https://github.com/photonstorm/phaser
synced 2024-11-26 22:52:14 +00:00
Documented most of Vector4. Improved documentation consistency between Vector classes.
This commit is contained in:
parent
c9d17fb9c7
commit
01d45f5d83
3 changed files with 101 additions and 81 deletions
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@ -178,9 +178,9 @@ var Vector2 = new Class({
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},
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/**
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* Check if this Vector is equal to a given Vector.
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* Check whether this Vector is equal to a given Vector.
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*
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* Performs a strict equality comparison between each Vector's components.
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* Performs a strict equality check against each Vector's components.
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*
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* @method Phaser.Math.Vector2#equals
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* @since 3.0.0
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@ -255,7 +255,7 @@ var Vector2 = new Class({
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/**
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* Perform a component-wise multiplication between this Vector and the given Vector.
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*
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* This Vector is multiplied by the given Vector.
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* Multiplies this Vector by the given Vector.
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*
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* @method Phaser.Math.Vector2#multiply
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* @since 3.0.0
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@ -301,7 +301,7 @@ var Vector2 = new Class({
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/**
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* Perform a component-wise division between this Vector and the given Vector.
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*
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* This Vector is divided by the given Vector.
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* Divides this Vector by the given Vector.
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*
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* @method Phaser.Math.Vector2#divide
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* @since 3.0.0
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@ -319,7 +319,7 @@ var Vector2 = new Class({
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},
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/**
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* Negate the x and y components of this Vector.
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* Negate the `x` and `y` components of this Vector.
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*
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* @method Phaser.Math.Vector2#negate
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* @since 3.0.0
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@ -335,14 +335,14 @@ var Vector2 = new Class({
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},
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/**
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* Calculate the distance between this Vector, and the given Vector.
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* Calculate the distance between this Vector and the given Vector.
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*
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* @method Phaser.Math.Vector2#distance
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* @since 3.0.0
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*
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* @param {Phaser.Math.Vector2} src - The Vector to calculate the distance to.
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*
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* @return {number} The distance to the given Vector from this Vector.
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* @return {number} The distance from this Vector to the given Vector.
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*/
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distance: function (src)
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{
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@ -360,7 +360,7 @@ var Vector2 = new Class({
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*
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* @param {Phaser.Math.Vector2} src - The Vector to calculate the distance to.
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*
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* @return {number} The distance to this Vector and the given Vector, squared.
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* @return {number} The distance from this Vector to the given Vector, squared.
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*/
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distanceSq: function (src)
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{
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@ -421,6 +421,7 @@ var Vector2 = new Class({
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if (len > 0)
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{
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len = 1 / Math.sqrt(len);
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this.x = x * len;
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this.y = y * len;
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}
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@ -479,6 +480,8 @@ var Vector2 = new Class({
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/**
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* Linearly interpolate between this Vector and the given Vector.
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*
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* Interpolates this Vector towards the given Vector.
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*
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* @method Phaser.Math.Vector2#lerp
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* @since 3.0.0
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*
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@ -134,9 +134,9 @@ var Vector3 = new Class({
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},
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/**
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* Determine whether this Vector is equal to a given Vector.
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* Check whether this Vector is equal to a given Vector.
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*
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* Performs a strict equality comparison between each Vector's components.
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* Performs a strict equality check against each Vector's components.
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*
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* @method Phaser.Math.Vector3#equals
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* @since 3.0.0
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@ -257,7 +257,7 @@ var Vector3 = new Class({
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/**
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* Perform a component-wise multiplication between this Vector and the given Vector.
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*
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* This Vector is multiplied by the given Vector.
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* Multiplies this Vector by the given Vector.
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*
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* @method Phaser.Math.Vector3#multiply
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* @since 3.0.0
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@ -306,7 +306,7 @@ var Vector3 = new Class({
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/**
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* Perform a component-wise division between this Vector and the given Vector.
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*
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* This Vector is divided by the given Vector.
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* Divides this Vector by the given Vector.
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*
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* @method Phaser.Math.Vector3#divide
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* @since 3.0.0
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@ -325,7 +325,7 @@ var Vector3 = new Class({
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},
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/**
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* Negate the x, y and z components of this Vector.
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* Negate the `x`, `y` and `z` components of this Vector.
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*
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* @method Phaser.Math.Vector3#negate
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* @since 3.0.0
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@ -342,14 +342,14 @@ var Vector3 = new Class({
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},
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/**
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* Calculate the distance between this Vector, and the given Vector.
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* Calculate the distance between this Vector and the given Vector.
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*
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* @method Phaser.Math.Vector3#distance
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* @since 3.0.0
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*
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* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3)} v - The Vector to calculate the distance to.
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*
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* @return {number} The distance to the given Vector from this Vector.
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* @return {number} The distance from this Vector to the given Vector.
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*/
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distance: function (v)
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{
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@ -368,7 +368,7 @@ var Vector3 = new Class({
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*
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* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3)} v - The Vector to calculate the distance to.
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*
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* @return {number} The distance between this Vector, and the given Vector, squared.
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* @return {number} The distance from this Vector to the given Vector, squared.
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*/
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distanceSq: function (v)
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{
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@ -486,6 +486,8 @@ var Vector3 = new Class({
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/**
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* Linearly interpolate between this Vector and the given Vector.
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*
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* Interpolates this Vector towards the given Vector.
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*
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* @method Phaser.Math.Vector3#lerp
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* @since 3.0.0
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*
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@ -563,7 +565,7 @@ var Vector3 = new Class({
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* @method Phaser.Math.Vector3#transformCoordinates
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* @since 3.0.0
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*
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* @param {Phaser.Math.Matrix4} mat - [description]
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* @param {Phaser.Math.Matrix4} mat - The Matrix4 to transform this Vector3 with.
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*
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* @return {Phaser.Math.Vector3} This Vector3.
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*/
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@ -628,7 +630,7 @@ var Vector3 = new Class({
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* @method Phaser.Math.Vector3#project
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* @since 3.0.0
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*
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* @param {Phaser.Math.Matrix4} mat - [description]
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* @param {Phaser.Math.Matrix4} mat - The Matrix4 to multiply this Vector3 with.
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*
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* @return {Phaser.Math.Vector3} This Vector3.
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*/
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@ -11,17 +11,19 @@ var Class = require('../utils/Class');
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/**
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* @classdesc
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* [description]
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* A representation of a vector in 4D space.
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*
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* A four-component vector.
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*
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* @class Vector4
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* @memberOf Phaser.Math
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* @constructor
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* @since 3.0.0
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*
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* @param {number} [x] - [description]
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* @param {number} [y] - [description]
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* @param {number} [z] - [description]
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* @param {number} [w] - [description]
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* @param {number} [x] - The x component of this Vector.
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* @param {number} [y] - The y component of this Vector.
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* @param {number} [z] - The z component of this Vector.
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* @param {number} [w] - The w component of this Vector.
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*/
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var Vector4 = new Class({
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@ -37,6 +39,7 @@ var Vector4 = new Class({
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* @default 0
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* @since 3.0.0
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*/
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this.x = 0;
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/**
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* The y component of this Vector.
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@ -46,6 +49,7 @@ var Vector4 = new Class({
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* @default 0
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* @since 3.0.0
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*/
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this.y = 0;
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/**
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* The z component of this Vector.
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@ -55,6 +59,7 @@ var Vector4 = new Class({
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* @default 0
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* @since 3.0.0
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*/
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this.z = 0;
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/**
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* The w component of this Vector.
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* @default 0
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* @since 3.0.0
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*/
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this.w = 0;
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if (typeof x === 'object')
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{
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},
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/**
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* [description]
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* Make a clone of this Vector4.
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*
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* @method Phaser.Math.Vector4#clone
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* @since 3.0.0
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*
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* @return {Phaser.Math.Vector4} [description]
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* @return {Phaser.Math.Vector4} A clone of this Vector4.
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*/
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clone: function ()
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{
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},
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/**
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* [description]
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* Copy the components of a given Vector into this Vector.
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*
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* @method Phaser.Math.Vector4#copy
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* @since 3.0.0
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*
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* @param {Phaser.Math.Vector4} src - [description]
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* @param {Phaser.Math.Vector4} src - The Vector to copy the components from.
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*
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* @return {Phaser.Math.Vector4} This Vector4 object.
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* @return {Phaser.Math.Vector4} This Vector4.
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*/
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copy: function (src)
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{
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},
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/**
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* [description]
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* Check whether this Vector is equal to a given Vector.
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*
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* Performs a strict quality check against each Vector's components.
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*
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* @method Phaser.Math.Vector4#equals
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* @since 3.0.0
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},
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/**
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* [description]
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* Set the `x`, `y`, `z` and `w` components of the this Vector to the given `x`, `y`, `z` and `w` values.
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*
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* @method Phaser.Math.Vector4#set
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* @since 3.0.0
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*
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* @param {number} x - [description]
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* @param {number} y - [description]
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* @param {number} z - [description]
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* @param {number} w - [description]
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* @param {(number|object)} x - The x value to set for this Vector, or an object containing x, y, z and w components.
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* @param {number} y - The y value to set for this Vector.
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* @param {number} z - The z value to set for this Vector.
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* @param {number} w - The z value to set for this Vector.
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*
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* @return {Phaser.Math.Vector4} This Vector4 object.
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* @return {Phaser.Math.Vector4} This Vector4.
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*/
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set: function (x, y, z, w)
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{
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},
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/**
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* [description]
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* Add a given Vector to this Vector. Addition is component-wise.
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*
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* @method Phaser.Math.Vector4#add
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* @since 3.0.0
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*
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* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - [description]
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* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to add to this Vector.
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*
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* @return {Phaser.Math.Vector4} This Vector4 object.
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* @return {Phaser.Math.Vector4} This Vector4.
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*/
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add: function (v)
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{
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@ -183,14 +191,14 @@ var Vector4 = new Class({
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},
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/**
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* [description]
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* Subtract the given Vector from this Vector. Subtraction is component-wise.
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*
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* @method Phaser.Math.Vector4#subtract
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* @since 3.0.0
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*
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* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - [description]
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* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to subtract from this Vector.
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*
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* @return {Phaser.Math.Vector4} This Vector4 object.
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* @return {Phaser.Math.Vector4} This Vector4.
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*/
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subtract: function (v)
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{
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@ -203,14 +211,14 @@ var Vector4 = new Class({
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},
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/**
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* [description]
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* Scale this Vector by the given value.
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*
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* @method Phaser.Math.Vector4#scale
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* @since 3.0.0
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*
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* @param {number} scale - [description]
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* @param {number} scale - The value to scale this Vector by.
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*
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* @return {Phaser.Math.Vector4} This Vector4 object.
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* @return {Phaser.Math.Vector4} This Vector4.
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*/
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scale: function (scale)
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{
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},
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/**
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* [description]
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* Calculate the length (or magnitude) of this Vector.
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*
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* @method Phaser.Math.Vector4#length
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* @since 3.0.0
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*
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* @return {number} [description]
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* @return {number} The length of this Vector.
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*/
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length: function ()
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{
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},
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/**
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* [description]
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* Calculate the length of this Vector squared.
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*
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* @method Phaser.Math.Vector4#lengthSq
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* @since 3.0.0
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*
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* @return {number} [description]
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* @return {number} The length of this Vector, squared.
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*/
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lengthSq: function ()
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{
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},
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/**
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* [description]
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* Normalize this Vector.
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*
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* Makes the vector a unit length vector (magnitude of 1) in the same direction.
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*
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* @method Phaser.Math.Vector4#normalize
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* @since 3.0.0
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*
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* @return {Phaser.Math.Vector4} This Vector4 object.
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* @return {Phaser.Math.Vector4} This Vector4.
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*/
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normalize: function ()
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{
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},
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/**
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* [description]
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* Calculate the dot product of this Vector and the given Vector.
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*
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* @method Phaser.Math.Vector4#dot
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* @since 3.0.0
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*
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* @param {Phaser.Math.Vector4} v - [description]
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* @param {Phaser.Math.Vector4} v - The Vector4 to dot product with this Vector4.
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*
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* @return {number} [description]
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* @return {number} The dot product of this Vector and the given Vector.
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*/
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dot: function (v)
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{
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},
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/**
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* [description]
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* Linearly interpolate between this Vector and the given Vector.
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*
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* Interpolates this Vector towards the given Vector.
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*
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* @method Phaser.Math.Vector4#lerp
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* @since 3.0.0
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*
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* @param {Phaser.Math.Vector4} v - [description]
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* @param {number} [t=0] - [description]
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* @param {Phaser.Math.Vector4} v - The Vector4 to interpolate towards.
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* @param {number} [t=0] - The interpolation percentage, between 0 and 1.
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*
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* @return {Phaser.Math.Vector4} This Vector4 object.
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* @return {Phaser.Math.Vector4} This Vector4.
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*/
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lerp: function (v, t)
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{
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@ -331,14 +343,16 @@ var Vector4 = new Class({
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},
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/**
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* [description]
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* Perform a component-wise multiplication between this Vector and the given Vector.
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*
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* Multiplies this Vector by the given Vector.
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*
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* @method Phaser.Math.Vector4#multiply
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* @since 3.0.0
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*
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* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - [description]
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* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to multiply this Vector by.
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*
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* @return {Phaser.Math.Vector4} This Vector4 object.
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* @return {Phaser.Math.Vector4} This Vector4.
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*/
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multiply: function (v)
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{
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@ -351,14 +365,16 @@ var Vector4 = new Class({
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},
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/**
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* [description]
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* Perform a component-wise division between this Vector and the given Vector.
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*
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* Divides this Vector by the given Vector.
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*
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* @method Phaser.Math.Vector4#divide
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* @since 3.0.0
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*
|
||||
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - [description]
|
||||
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to divide this Vector by.
|
||||
*
|
||||
* @return {Phaser.Math.Vector4} This Vector4 object.
|
||||
* @return {Phaser.Math.Vector4} This Vector4.
|
||||
*/
|
||||
divide: function (v)
|
||||
{
|
||||
|
@ -371,14 +387,14 @@ var Vector4 = new Class({
|
|||
},
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* Calculate the distance between this Vector and the given Vector.
|
||||
*
|
||||
* @method Phaser.Math.Vector4#distance
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - [description]
|
||||
*
|
||||
* @return {number} [description]
|
||||
* @return {number} The distance from this Vector to the given Vector.
|
||||
*/
|
||||
distance: function (v)
|
||||
{
|
||||
|
@ -391,14 +407,14 @@ var Vector4 = new Class({
|
|||
},
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* Calculate the distance between this Vector, and the given Vector, squared.
|
||||
*
|
||||
* @method Phaser.Math.Vector4#distanceSq
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - [description]
|
||||
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to calculate the distance to.
|
||||
*
|
||||
* @return {number} [description]
|
||||
* @return {number} The distance from this Vector to the given Vector, squared.
|
||||
*/
|
||||
distanceSq: function (v)
|
||||
{
|
||||
|
@ -411,12 +427,12 @@ var Vector4 = new Class({
|
|||
},
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* Negate the `x`, `y`, `z` and `w` components of this Vector.
|
||||
*
|
||||
* @method Phaser.Math.Vector4#negate
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @return {Phaser.Math.Vector4} This Vector4 object.
|
||||
* @return {Phaser.Math.Vector4} This Vector4.
|
||||
*/
|
||||
negate: function ()
|
||||
{
|
||||
|
@ -429,14 +445,14 @@ var Vector4 = new Class({
|
|||
},
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* Transform this Vector with the given Matrix.
|
||||
*
|
||||
* @method Phaser.Math.Vector4#transformMat4
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {Phaser.Math.Matrix4} mat - [description]
|
||||
* @param {Phaser.Math.Matrix4} mat - The Matrix4 to transform this Vector4 with.
|
||||
*
|
||||
* @return {Phaser.Math.Vector4} This Vector4 object.
|
||||
* @return {Phaser.Math.Vector4} This Vector4.
|
||||
*/
|
||||
transformMat4: function (mat)
|
||||
{
|
||||
|
@ -454,21 +470,20 @@ var Vector4 = new Class({
|
|||
return this;
|
||||
},
|
||||
|
||||
// TODO: is this really the same as Vector3?
|
||||
// Also, what about this: http://molecularmusings.wordpress.com/2013/05/24/a-faster-quaternion-vector-multiplication/
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* Transform this Vector with the given Quaternion.
|
||||
*
|
||||
* @method Phaser.Math.Vector4#transformQuat
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {Phaser.Math.Quaternion} q - [description]
|
||||
* @param {Phaser.Math.Quaternion} q - The Quaternion to transform this Vector with.
|
||||
*
|
||||
* @return {Phaser.Math.Vector4} This Vector4 object.
|
||||
* @return {Phaser.Math.Vector4} This Vector4.
|
||||
*/
|
||||
transformQuat: function (q)
|
||||
{
|
||||
// TODO: is this really the same as Vector3?
|
||||
// Also, what about this: http://molecularmusings.wordpress.com/2013/05/24/a-faster-quaternion-vector-multiplication/
|
||||
// benchmarks: http://jsperf.com/quaternion-transform-vec3-implementations
|
||||
var x = this.x;
|
||||
var y = this.y;
|
||||
|
@ -493,12 +508,12 @@ var Vector4 = new Class({
|
|||
},
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* Make this Vector the zero vector (0, 0, 0, 0).
|
||||
*
|
||||
* @method Phaser.Math.Vector4#reset
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @return {Phaser.Math.Vector4} This Vector4 object.
|
||||
* @return {Phaser.Math.Vector4} This Vector4.
|
||||
*/
|
||||
reset: function ()
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue