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.
Constructs a default-initialized Vector4i with all components set to 0
.
Constructs a Vector4i as a copy of the given Vector4i.
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.
Returns a Vector4i with the given components.
Returns true
if the vectors are not equal.
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.
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.
Multiplies each component of the Vector4i by the components of the given Vector4i.
Multiplies each component of the Vector4i by the given float.
Returns a Vector4 value due to floating-point operations.
Multiplies each component of the Vector4i by the given int.
Adds each component of the Vector4i by the components of the given Vector4i.
Subtracts each component of the Vector4i by the components of the given Vector4i.
Divides each component of the Vector4i by the components of the given Vector4i.
Divides each component of the Vector4i by the given float.
Returns a Vector4 value due to floating-point operations.
Divides each component of the Vector4i by the given int.
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.
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.
Returns true
if the vectors are exactly equal.
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.
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
.
Returns the same value as if the +
was not there. Unary +
does nothing, but sometimes it can make your code more readable.
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.
The vector's W component. Also accessible by using the index position [3]
.
The vector's X component. Also accessible by using the index position [0]
.
The vector's Y component. Also accessible by using the index position [1]
.
The vector's Z component. Also accessible by using the index position [2]
.
Returns a new vector with all components in absolute values (i.e. positive).
Returns a new vector with all components clamped between the components of min
and max
, by running @GlobalScope.clamp on each component.
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.
Returns the distance between this vector and to
.
Returns the length (magnitude) of this vector.
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.
Returns the axis of the vector's highest value. See AXIS_*
constants. If all components are equal, this method returns AXIS_X.
Returns the axis of the vector's lowest value. See AXIS_*
constants. If all components are equal, this method returns AXIS_W.
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.
Returns a new vector with each component snapped to the closest multiple of the corresponding component in step
.