Attention: Here be dragons

This is the `latest` (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Godot.

# 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 Vector4i will always evaluate to `true`.

## Properties¶

 int w `0` int x `0` int y `0` int z `0`

## Constructors¶

 Vector4i Vector4i() Vector4i Vector4i(from: Vector4i) Vector4i Vector4i(from: Vector4) Vector4i Vector4i(x: int, y: int, z: int, w: int)

## Methods¶

 Vector4i abs() const Vector4i clamp(min: Vector4i, max: Vector4i) const int distance_squared_to(to: Vector4i) const float distance_to(to: Vector4i) const float length() const int length_squared() const int max_axis_index() const int min_axis_index() const Vector4i sign() const Vector4i snapped(step: Vector4i) const

## Operators¶

 bool operator !=(right: Vector4i) Vector4i operator %(right: Vector4i) Vector4i operator %(right: int) Vector4i operator *(right: Vector4i) Vector4 operator *(right: float) Vector4i operator *(right: int) Vector4i operator +(right: Vector4i) Vector4i operator -(right: Vector4i) Vector4i operator /(right: Vector4i) Vector4 operator /(right: float) Vector4i operator /(right: int) bool operator <(right: Vector4i) bool operator <=(right: Vector4i) bool