Up to date
This page is up to date for Godot 4.2
.
If you still find outdated information, please open an issue.
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¶
|
||
|
||
|
||
|
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 * ( Vector4i right ) |
|
operator * ( float 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 f