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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

operator unary+ ( )

Vector4

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 = 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().