Vector4i
A 4D vector using integer coordinates.
Description
A 4-element structure that can be used to represent 4D grid coordinates or any other quadruplet of integers.
It uses integer coordinates and is therefore preferable to Vector4 when exact precision is required. Note that the values are limited to 32 bits, and unlike Vector4 this cannot be configured with an engine build option. Use int or PackedInt64Array if 64-bit values are needed.
Note: In a boolean context, a Vector4i will evaluate to false
if it’s equal to Vector4i(0, 0, 0, 0)
. Otherwise, a Vector3i will always evaluate to true
.
Properties
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Constructors
Vector4i ( ) | |
Methods
abs ( ) const | |
length ( ) const | |
length_squared ( ) const | |
max_axis_index ( ) const | |
min_axis_index ( ) const | |
sign ( ) const | |
Operators
operator != ( Vector4i right ) | |
operator % ( Vector4i right ) | |
operator % ( int right ) | |
operator * ( int right ) | |
operator + ( Vector4i right ) | |
operator - ( Vector4i right ) | |
operator / ( Vector4i right ) | |
operator / ( float right ) | |
operator / ( int right ) | |
operator < ( Vector4i right ) | |
operator <= ( Vector4i right ) | |
operator == ( Vector4i right ) | |
operator > ( Vector4i right ) | |
operator >= ( Vector4i 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 = Vector4i(0, 0, 0, 0)
Zero vector, a vector with all components set to 0
.
ONE = Vector4i(1, 1, 1, 1)
One vector, a vector with all components set to 1
.
MIN = Vector4i(-2147483648, -2147483648, -2147483648, -2147483648)
Min vector, a vector with all components equal to INT32_MIN
. Can be used as a negative integer equivalent of Vector4.INF.
MAX = Vector4i(2147483647, 2147483647, 2147483647, 2147483647)
Max vector, a vector with all components equal to INT32_MAX
. Can be used as an integer equivalent of Vector4.INF.
Property Descriptions
int w = 0
The vector’s W component. Also accessible by using the index position [3]
.
int x = 0
The vector’s X component. Also accessible by using the index position [0]
.
int y = 0
The vector’s Y component. Also accessible by using the index position [1]
.
int z = 0
The vector’s Z component. Also accessible by using the index position [2]
.
Constructor Descriptions
Vector4i Vector4i ( )
Constructs a default-initialized Vector4i with all components set to 0
.
Vector4i Vector4i ( Vector4i from )
Constructs a Vector4i as a copy of the given Vector4i.
Vector4i Vector4i ( Vector4 from )
Constructs a new Vector4i from the given Vector4 by truncating components’ fractional parts (rounding towards zero). For a different behavior consider passing the result of Vector4.ceil, Vector4.floor or Vector4.round to this constructor instead.
Vector4i Vector4i ( int x, int y, int z, int w )
Returns a Vector4i with the given components.
Method Descriptions
Vector4i abs ( ) const
Returns a new vector with all components in absolute values (i.e. positive).
Vector4i clamp ( Vector4i min, Vector4i max ) const
Returns a new vector with all components clamped between the components of min
and max
, by running @GlobalScope.clamp on each component.
float length ( ) const
Returns the length (magnitude) of this vector.
int 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.
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.
Vector4i sign ( ) const
Returns a new vector with each component set to 1
if it’s positive, -1
if it’s negative, and 0
if it’s zero. The result is identical to calling @GlobalScope.sign on each component.
Vector4i snapped ( Vector4i step ) const
Returns a new vector with each component snapped to the closest multiple of the corresponding component in step
.
Operator Descriptions
bool operator != ( Vector4i right )
Returns true
if the vectors are not equal.
Vector4i operator % ( Vector4i right )
Gets the remainder of each component of the Vector4i with the components of the given Vector4i. This operation uses truncated division, which is often not desired as it does not work well with negative numbers. Consider using @GlobalScope.posmod instead if you want to handle negative numbers.
print(Vector4i(10, -20, 30, -40) % Vector4i(7, 8, 9, 10)) # Prints "(3, -4, 3, 0)"
Vector4i operator % ( int right )
Gets the remainder of each component of the Vector4i with the the given int. This operation uses truncated division, which is often not desired as it does not work well with negative numbers. Consider using @GlobalScope.posmod instead if you want to handle negative numbers.
print(Vector4i(10, -20, 30, -40) % 7) # Prints "(3, -6, 2, -5)"
Vector4i operator * ( Vector4i right )
Multiplies each component of the Vector4i by the components of the given Vector4i.
print(Vector4i(10, 20, 30, 40) * Vector4i(3, 4, 5, 6)) # Prints "(30, 80, 150, 240)"
Vector4 operator * ( float right )
Multiplies each component of the Vector4i by the given float.
Returns a Vector4 value due to floating-point operations.
print(Vector4i(10, 20, 30, 40) * 2) # Prints "(20, 40, 60, 80)"
Vector4i operator * ( int right )
Multiplies each component of the Vector4i by the given int.
Vector4i operator + ( Vector4i right )
Adds each component of the Vector4i by the components of the given Vector4i.
print(Vector4i(10, 20, 30, 40) + Vector4i(3, 4, 5, 6)) # Prints "(13, 24, 35, 46)"
Vector4i operator - ( Vector4i right )
Subtracts each component of the Vector4i by the components of the given Vector4i.
print(Vector4i(10, 20, 30, 40) - Vector4i(3, 4, 5, 6)) # Prints "(7, 16, 25, 34)"
Vector4i operator / ( Vector4i right )
Divides each component of the Vector4i by the components of the given Vector4i.
print(Vector4i(10, 20, 30, 40) / Vector4i(2, 5, 3, 4)) # Prints "(5, 4, 10, 10)"
Vector4 operator / ( float right )
Divides each component of the Vector4i by the given float.
Returns a Vector4 value due to floating-point operations.
print(Vector4i(10, 20, 30, 40) / 2 # Prints "(5, 10, 15, 20)"
Vector4i operator / ( int right )
Divides each component of the Vector4i by the given int.
bool operator < ( Vector4i right )
Compares two Vector4i 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.
bool operator <= ( Vector4i right )
Compares two Vector4i 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.
bool operator == ( Vector4i right )
Returns true
if the vectors are exactly equal.
bool operator > ( Vector4i right )
Compares two Vector4i 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.
bool operator >= ( Vector4i right )
Compares two Vector4i 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.
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
.
Vector4i operator unary+ ( )
Returns the same value as if the +
was not there. Unary +
does nothing, but sometimes it can make your code more readable.
Vector4i operator unary- ( )
Returns the negative value of the Vector4i. This is the same as writing Vector4i(-v.x, -v.y, -v.z, -v.w)
. This operation flips the direction of the vector while keeping the same magnitude.
© Copyright 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0). Revision 53e837c6
.
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