class-description NEWS COMMUNITY STORE TUTORIALS SIGN UP LOGIN LOGOUT ROKOJORI NEWSLETTER SIGN UP LOGIN LOGOUT NEWS COMMUNITY STORE TUTORIALS TOGGLE FULLSCREEN VOLLBILD AN/AUS Vector4
A 4D vector using floating point coordinates.

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.

Vector4 Vector4<>():Vector4

Constructs a default-initialized Vector4 with all components set to 0.

Vector4 Vector4<>( Vector4 from=, from:Vector4=, ):Vector4

Constructs a Vector4 as a copy of the given Vector4.

Vector4 Vector4<>( Vector4i from=, from:Vector4i=, ):Vector4

Constructs a new Vector4 from the given Vector4i.

Vector4 Vector4<>( float x=, x:float=, float y=, y:float=, float z=, z:float=, float w=, w:float=, ):Vector4

Returns a Vector4 with the given components.

bool operator !=<>( Vector4 right=, right:Vector4=, ):bool

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=, right:Projection=, ):Vector4

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=, right:Vector4=, ):Vector4

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=, right:float=, ):Vector4

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=, right:int=, ):Vector4

Multiplies each component of the Vector4 by the given int.

Vector4 operator +<>( Vector4 right=, right:Vector4=, ):Vector4

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=, right:Vector4=, ):Vector4

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=, right:Vector4=, ):Vector4

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=, right:float=, ):Vector4

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=, right:int=, ):Vector4

Divides each component of the Vector4 by the given int.

bool operator <<>( Vector4 right=, right:Vector4=, ):bool

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=, right:Vector4=, ):bool

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=, right:Vector4=, ):bool

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=, right:Vector4=, ):bool

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=, right:Vector4=, ):bool

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=, index:int=, ):float

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+<>():Vector4

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-<>():Vector4

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.

float w<>():float

The vector's W component. Also accessible by using the index position [3].

float x<>():float

The vector's X component. Also accessible by using the index position [0].

float y<>():float

The vector's Y component. Also accessible by using the index position [1].

float z<>():float

The vector's Z component. Also accessible by using the index position [2].

Vector4 abs<>():Vector4

Returns a new vector with all components in absolute values (i.e. positive).

Vector4 ceil<>():Vector4

Returns a new vector with all components rounded up (towards positive infinity).

Vector4 clamp<>( Vector4 min=, min:Vector4=, Vector4 max=, max:Vector4=, ):Vector4

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=, b:Vector4=, Vector4 pre_a=, pre_a:Vector4=, Vector4 post_b=, post_b:Vector4=, float weight=, weight:float=, ):Vector4

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=, b:Vector4=, Vector4 pre_a=, pre_a:Vector4=, Vector4 post_b=, post_b:Vector4=, float weight=, weight:float=, float b_t=, b_t:float=, float pre_a_t=, pre_a_t:float=, float post_b_t=, post_b_t:float=, ):Vector4

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=, to:Vector4=, ):Vector4

Returns the normalized vector pointing from this vector to to. This is equivalent to using (b - a).normalized().

float distance_squared_to<>( Vector4 to=, to:Vector4=, ):float

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=, to:Vector4=, ):float

Returns the distance between this vector and to.

float dot<>( Vector4 with=, with:Vector4=, ):float

Returns the dot product of this vector and with.

Vector4 floor<>():Vector4

Returns a new vector with all components rounded down (towards negative infinity).

Vector4 inverse<>():Vector4

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=, to:Vector4=, ):bool

Returns true if this vector and to are approximately equal, by running @GlobalScope.is_equal_approx on each component.

bool is_finite<>():bool

Returns true if this vector is finite, by calling @GlobalScope.is_finite on each component.

bool is_normalized<>():bool

Returns true if the vector is normalized, i.e. its length is approximately equal to 1.

bool is_zero_approx<>():bool

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<>():float

Returns the length (magnitude) of this vector.

float length_squared<>():float

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=, to:Vector4=, float weight=, weight:float=, ):Vector4

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<>():int

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<>():int

Returns the axis of the vector's lowest value. See AXIS_* constants. If all components are equal, this method returns AXIS_W.

Vector4 normalized<>():Vector4

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=, mod:float=, ):Vector4

Returns a vector composed of the @GlobalScope.fposmod of this vector's components and mod.

Vector4 posmodv<>( Vector4 modv=, modv:Vector4=, ):Vector4

Returns a vector composed of the @GlobalScope.fposmod of this vector's components and modv's components.

Vector4 round<>():Vector4

Returns a new vector with all components rounded to the nearest integer, with halfway cases rounded away from zero.

Vector4 sign<>():Vector4

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=, step:Vector4=, ):Vector4

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.




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