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 Vector4i
A 4D vector using integer coordinates.

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.

Vector4i Vector4i<>():Vector4i

Constructs a default-initialized Vector4i with all components set to 0.

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

Constructs a Vector4i as a copy of the given Vector4i.

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

Vector4i Vector4i<>( int x=, x:int=, int y=, y:int=, int z=, z:int=, int w=, w:int=, ):Vector4i

Returns a Vector4i with the given components.

bool operator !=<>( Vector4i right=, right:Vector4i=, ):bool

Returns true if the vectors are not equal.

Vector4i operator %<>( Vector4i right=, right:Vector4i=, ):Vector4i

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=, right:int=, ):Vector4i

Gets the remainder of each component of the Vector4i with 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=, right:Vector4i=, ):Vector4i

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=, right:float=, ):Vector4

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 (20.0, 40.0, 60.0, 80.0)
Vector4i operator *<>( int right=, right:int=, ):Vector4i

Multiplies each component of the Vector4i by the given int.

Vector4i operator +<>( Vector4i right=, right:Vector4i=, ):Vector4i

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=, right:Vector4i=, ):Vector4i

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=, right:Vector4i=, ):Vector4i

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=, right:float=, ):Vector4

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 (5.0, 10.0, 15.0, 20.0)
Vector4i operator /<>( int right=, right:int=, ):Vector4i

Divides each component of the Vector4i by the given int.

bool operator <<>( Vector4i right=, right:Vector4i=, ):bool

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=, right:Vector4i=, ):bool

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=, right:Vector4i=, ):bool

Returns true if the vectors are exactly equal.

bool operator ><>( Vector4i right=, right:Vector4i=, ):bool

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=, right:Vector4i=, ):bool

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.

int operator []<>( int index=, index:int=, ):int

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+<>():Vector4i

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-<>():Vector4i

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.

Enum Axis<>():Enum

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().

int w<>():int

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

int x<>():int

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

int y<>():int

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

int z<>():int

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

Vector4i abs<>():Vector4i

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

Vector4i clamp<>( Vector4i min=, min:Vector4i=, Vector4i max=, max:Vector4i=, ):Vector4i

Returns a new vector with all components clamped between the components of min and max, by running @GlobalScope.clamp() on each component.

Vector4i clampi<>( int min=, min:int=, int max=, max:int=, ):Vector4i

Returns a new vector with all components clamped between min and max, by running @GlobalScope.clamp() on each component.

int distance_squared_to<>( Vector4i to=, to:Vector4i=, ):int

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<>( Vector4i to=, to:Vector4i=, ):float

Returns the distance between this vector and to.

float length<>():float

Returns the length (magnitude) of this vector.

int length_squared<>():int

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.

Vector4i max<>( Vector4i with=, with:Vector4i=, ):Vector4i

Returns the component-wise maximum of this and with, equivalent to Vector4i(maxi(x, with.x), maxi(y, with.y), maxi(z, with.z), maxi(w, with.w)).

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.

Vector4i maxi<>( int with=, with:int=, ):Vector4i

Returns the component-wise maximum of this and with, equivalent to Vector4i(maxi(x, with), maxi(y, with), maxi(z, with), maxi(w, with)).

Vector4i min<>( Vector4i with=, with:Vector4i=, ):Vector4i

Returns the component-wise minimum of this and with, equivalent to Vector4i(mini(x, with.x), mini(y, with.y), mini(z, with.z), mini(w, with.w)).

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.

Vector4i mini<>( int with=, with:int=, ):Vector4i

Returns the component-wise minimum of this and with, equivalent to Vector4i(mini(x, with), mini(y, with), mini(z, with), mini(w, with)).

Vector4i sign<>():Vector4i

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=, step:Vector4i=, ):Vector4i

Returns a new vector with each component snapped to the closest multiple of the corresponding component in step.

Vector4i snappedi<>( int step=, step:int=, ):Vector4i

Returns a new vector with each component snapped to the closest multiple of step.




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