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# 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¶

 float w `0.0` float x `0.0` float y `0.0` float z `0.0`

## Constructors¶

 Vector4 Vector4 ( ) Vector4 Vector4 ( Vector4 from ) Vector4 Vector4 ( Vector4i from ) Vector4 Vector4 ( float x, float y, float z, float w )

## Methods¶

 Vector4 abs ( ) const Vector4 ceil ( ) const Vector4 clamp ( Vector4 min, Vector4 max ) const Vector4 cubic_interpolate ( Vector4 b, Vector4 pre_a, Vector4 post_b, float weight ) const 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 Vector4 direction_to ( Vector4 to ) const float distance_squared_to ( Vector4 to ) const float distance_to ( Vector4 to ) const float dot ( Vector4 with ) const Vector4 floor ( ) const Vector4 inverse ( ) const bool is_equal_approx ( Vector4 to ) const bool is_finite ( ) const bool is_normalized ( ) const bool is_zero_approx ( ) const float length ( ) const float length_squared ( ) const Vector4 lerp ( Vector4 to, float weight ) const int max_axis_index ( ) const int min_axis_index ( ) const Vector4 normalized ( ) const Vector4 posmod ( float mod ) const Vector4 posmodv ( Vector4 modv ) const Vector4 round ( ) const Vector4 sign ( ) const Vector4 snapped ( Vector4 step ) const

## Operators¶

 bool operator != ( Vector4 right ) Vector4 operator * ( Projection right ) Vector4 operator * ( Vector4 right ) Vector4 operator * ( float right ) Vector4 operator * ( int right ) Vector4 operator + ( Vector4 right ) Vector4 operator - ( Vector4 right ) Vector4 operator / ( Vector4 right ) Vector4 operator / ( float right ) Vector4 operator / ( int right ) bool operator < ( Vector4 right ) bool operator <= ( Vector4 right ) bool operator == ( Vector4 right ) bool operator > ( Vector4 right ) bool operator >= ( Vector4 right ) float operator [] ( int index ) Vector4 Vector4

## 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 )

Inversely transforms (multiplies) the Vector4 by the given Projection matrix.

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`