Vector4
A 4D vector using floating point coordinates.
Description
A 4-element structure that can be used to represent 4D coordinates or any other quadruplet of numeric values.
It uses floating-point coordinates. By default, these floating-point values use 32-bit precision, unlike float which is always 64-bit. If double precision is needed, compile the engine with the option precision=double
.
See Vector4i for its integer counterpart.
Note: In a boolean context, a Vector4 will evaluate to false
if it’s equal to Vector4(0, 0, 0, 0)
. Otherwise, a Vector4 will always evaluate to true
.
Properties
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Constructors
Vector4 ( ) | |
Methods
abs ( ) const | |
ceil ( ) const | |
cubic_interpolate ( Vector4 b, Vector4 pre_a, Vector4 post_b, float weight ) const | |
cubic_interpolate_in_time ( Vector4 b, Vector4 pre_a, Vector4 post_b, float weight, float b_t, float pre_a_t, float post_b_t ) const | |
direction_to ( Vector4 to ) const | |
distance_squared_to ( Vector4 to ) const | |
distance_to ( Vector4 to ) const | |
floor ( ) const | |
inverse ( ) const | |
is_equal_approx ( Vector4 to ) const | |
is_finite ( ) const | |
is_normalized ( ) const | |
is_zero_approx ( ) const | |
length ( ) const | |
length_squared ( ) const | |
max_axis_index ( ) const | |
min_axis_index ( ) const | |
normalized ( ) const | |
round ( ) const | |
sign ( ) const | |
Operators
operator != ( Vector4 right ) | |
operator ( Projection right ) | |
operator + ( Vector4 right ) | |
operator - ( Vector4 right ) | |
operator / ( Vector4 right ) | |
operator / ( float right ) | |
operator / ( int right ) | |
operator < ( Vector4 right ) | |
operator <= ( Vector4 right ) | |
operator == ( Vector4 right ) | |
operator > ( Vector4 right ) | |
operator >= ( Vector4 right ) | |
operator [] ( int index ) | |
operator unary+ ( ) | |
operator unary- ( ) |
Constants
AXIS_X = 0
Enumerated value for the X axis. Returned by max_axis_index and min_axis_index.
AXIS_Y = 1
Enumerated value for the Y axis. Returned by max_axis_index and min_axis_index.
AXIS_Z = 2
Enumerated value for the Z axis. Returned by max_axis_index and min_axis_index.
AXIS_W = 3
Enumerated value for the W axis. Returned by max_axis_index and min_axis_index.
ZERO = Vector4(0, 0, 0, 0)
Zero vector, a vector with all components set to 0
.
ONE = Vector4(1, 1, 1, 1)
One vector, a vector with all components set to 1
.
INF = Vector4(inf, inf, inf, inf)
Infinity vector, a vector with all components set to @GDScript.INF.
Property Descriptions
float w = 0.0
The vector’s W component. Also accessible by using the index position [3]
.
float x = 0.0
The vector’s X component. Also accessible by using the index position [0]
.
float y = 0.0
The vector’s Y component. Also accessible by using the index position [1]
.
float z = 0.0
The vector’s Z component. Also accessible by using the index position [2]
.
Constructor Descriptions
Vector4 Vector4 ( )
Constructs a default-initialized Vector4 with all components set to 0
.
Vector4 Vector4 ( Vector4 from )
Constructs a Vector4 as a copy of the given Vector4.
Vector4 Vector4 ( Vector4i from )
Constructs a new Vector4 from the given Vector4i.
Vector4 Vector4 ( float x, float y, float z, float w )
Returns a Vector4 with the given components.
Method Descriptions
Vector4 abs ( ) const
Returns a new vector with all components in absolute values (i.e. positive).
Vector4 ceil ( ) const
Returns a new vector with all components rounded up (towards positive infinity).
Vector4 clamp ( Vector4 min, Vector4 max ) const
Returns a new vector with all components clamped between the components of min
and max
, by running @GlobalScope.clamp on each component.
Vector4 cubic_interpolate ( Vector4 b, Vector4 pre_a, Vector4 post_b, float weight ) const
Performs a cubic interpolation between this vector and b
using pre_a
and post_b
as handles, and returns the result at position weight
. weight
is on the range of 0.0 to 1.0, representing the amount of interpolation.
Vector4 cubic_interpolate_in_time ( Vector4 b, Vector4 pre_a, Vector4 post_b, float weight, float b_t, float pre_a_t, float post_b_t ) const
Performs a cubic interpolation between this vector and b
using pre_a
and post_b
as handles, and returns the result at position weight
. weight
is on the range of 0.0 to 1.0, representing the amount of interpolation.
It can perform smoother interpolation than cubic_interpolate by the time values.
Vector4 direction_to ( Vector4 to ) const
Returns the normalized vector pointing from this vector to to
. This is equivalent to using (b - a).normalized()
.
float distance_squared_to ( Vector4 to ) const
Returns the squared distance between this vector and to
.
This method runs faster than distance_to, so prefer it if you need to compare vectors or need the squared distance for some formula.
float distance_to ( Vector4 to ) const
Returns the distance between this vector and to
.
float dot ( Vector4 with ) const
Returns the dot product of this vector and with
.
Vector4 floor ( ) const
Returns a new vector with all components rounded down (towards negative infinity).
Vector4 inverse ( ) const
Returns the inverse of the vector. This is the same as Vector4(1.0 / v.x, 1.0 / v.y, 1.0 / v.z, 1.0 / v.w)
.
bool is_equal_approx ( Vector4 to ) const
Returns true
if this vector and to
are approximately equal, by running @GlobalScope.is_equal_approx on each component.
bool is_finite ( ) const
Returns true
if this vector is finite, by calling @GlobalScope.is_finite on each component.
bool is_normalized ( ) const
Returns true
if the vector is normalized, i.e. its length is approximately equal to 1.
bool is_zero_approx ( ) const
Returns true
if this vector’s values are approximately zero, by running @GlobalScope.is_zero_approx on each component.
This method is faster than using is_equal_approx with one value as a zero vector.
float length ( ) const
Returns the length (magnitude) of this vector.
float length_squared ( ) const
Returns the squared length (squared magnitude) of this vector.
This method runs faster than length, so prefer it if you need to compare vectors or need the squared distance for some formula.
Vector4 lerp ( Vector4 to, float weight ) const
Returns the result of the linear interpolation between this vector and to
by amount weight
. weight
is on the range of 0.0
to 1.0
, representing the amount of interpolation.
int max_axis_index ( ) const
Returns the axis of the vector’s highest value. See AXIS_*
constants. If all components are equal, this method returns AXIS_X.
int min_axis_index ( ) const
Returns the axis of the vector’s lowest value. See AXIS_*
constants. If all components are equal, this method returns AXIS_W.
Vector4 normalized ( ) const
Returns the result of scaling the vector to unit length. Equivalent to v / v.length()
. See also is_normalized.
Note: This function may return incorrect values if the input vector length is near zero.
Vector4 posmod ( float mod ) const
Returns a vector composed of the @GlobalScope.fposmod of this vector’s components and mod
.
Vector4 posmodv ( Vector4 modv ) const
Returns a vector composed of the @GlobalScope.fposmod of this vector’s components and modv
‘s components.
Vector4 round ( ) const
Returns a new vector with all components rounded to the nearest integer, with halfway cases rounded away from zero.
Vector4 sign ( ) const
Returns a new vector with each component set to 1.0
if it’s positive, -1.0
if it’s negative, and 0.0
if it’s zero. The result is identical to calling @GlobalScope.sign on each component.
Vector4 snapped ( Vector4 step ) const
Returns a new vector with each component snapped to the nearest multiple of the corresponding component in step
. This can also be used to round the components to an arbitrary number of decimals.
Operator Descriptions
bool operator != ( Vector4 right )
Returns true
if the vectors are not equal.
Note: Due to floating-point precision errors, consider using is_equal_approx instead, which is more reliable.
Note: Vectors with @GDScript.NAN elements don’t behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included.
Vector4 operator * ( Projection right )
Transforms (multiplies) the Vector4 by the transpose of the given Projection matrix.
For transforming by inverse of a projection projection.inverse() * vector
can be used instead. See Projection.inverse.
Vector4 operator * ( Vector4 right )
Multiplies each component of the Vector4 by the components of the given Vector4.
print(Vector4(10, 20, 30, 40) * Vector4(3, 4, 5, 6)) # Prints "(30, 80, 150, 240)"
Vector4 operator * ( float right )
Multiplies each component of the Vector4 by the given float.
print(Vector4(10, 20, 30, 40) * 2) # Prints "(20, 40, 60, 80)"
Vector4 operator * ( int right )
Multiplies each component of the Vector4 by the given int.
Vector4 operator + ( Vector4 right )
Adds each component of the Vector4 by the components of the given Vector4.
print(Vector4(10, 20, 30, 40) + Vector4(3, 4, 5, 6)) # Prints "(13, 24, 35, 46)"
Vector4 operator - ( Vector4 right )
Subtracts each component of the Vector4 by the components of the given Vector4.
print(Vector4(10, 20, 30, 40) - Vector4(3, 4, 5, 6)) # Prints "(7, 16, 25, 34)"
Vector4 operator / ( Vector4 right )
Divides each component of the Vector4 by the components of the given Vector4.
print(Vector4(10, 20, 30, 40) / Vector4(2, 5, 3, 4)) # Prints "(5, 4, 10, 10)"
Vector4 operator / ( float right )
Divides each component of the Vector4 by the given float.
print(Vector4(10, 20, 30, 40) / 2 # Prints "(5, 10, 15, 20)"
Vector4 operator / ( int right )
Divides each component of the Vector4 by the given int.
bool operator < ( Vector4 right )
Compares two Vector4 vectors by first checking if the X value of the left vector is less than the X value of the right
vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, Z values of the two vectors, and then with the W values. This operator is useful for sorting vectors.
Note: Vectors with @GDScript.NAN elements don’t behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included.
bool operator <= ( Vector4 right )
Compares two Vector4 vectors by first checking if the X value of the left vector is less than or equal to the X value of the right
vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, Z values of the two vectors, and then with the W values. This operator is useful for sorting vectors.
Note: Vectors with @GDScript.NAN elements don’t behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included.
bool operator == ( Vector4 right )
Returns true
if the vectors are exactly equal.
Note: Due to floating-point precision errors, consider using is_equal_approx instead, which is more reliable.
Note: Vectors with @GDScript.NAN elements don’t behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included.
bool operator > ( Vector4 right )
Compares two Vector4 vectors by first checking if the X value of the left vector is greater than the X value of the right
vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, Z values of the two vectors, and then with the W values. This operator is useful for sorting vectors.
Note: Vectors with @GDScript.NAN elements don’t behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included.
bool operator >= ( Vector4 right )
Compares two Vector4 vectors by first checking if the X value of the left vector is greater than or equal to the X value of the right
vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, Z values of the two vectors, and then with the W values. This operator is useful for sorting vectors.
Note: Vectors with @GDScript.NAN elements don’t behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included.
float operator [] ( int index )
Access vector components using their index
. v[0]
is equivalent to v.x
, v[1]
is equivalent to v.y
, v[2]
is equivalent to v.z
, and v[3]
is equivalent to v.w
.
Vector4 operator unary+ ( )
Returns the same value as if the +
was not there. Unary +
does nothing, but sometimes it can make your code more readable.
Vector4 operator unary- ( )
Returns the negative value of the Vector4. This is the same as writing Vector4(-v.x, -v.y, -v.z, -v.w)
. This operation flips the direction of the vector while keeping the same magnitude. With floats, the number zero can be either positive or negative.
© Copyright 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0). Revision 53e837c6
.
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