Vector4

A 4D vector using floating-point coordinates.

描述

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.

属性

构造函数

方法

Vector4abs ( ) const1
Vector4ceil ( ) const1
Vector4clamp ( min: Vector4, max: Vector4 ) const1
Vector4clampf ( min: float, max: float ) const1
Vector4cubic_interpolate ( b: Vector4, pre_a: Vector4, post_b: Vector4, weight: float ) const1
Vector4cubic_interpolate_in_time ( b: Vector4, pre_a: Vector4, post_b: Vector4, weight: float, b_t: float, pre_a_t: float, post_b_t: float ) const1
Vector4direction_to ( to: Vector4 ) const1
floatdistance_squared_to ( to: Vector4 ) const1
floatdistance_to ( to: Vector4 ) const1
floatdot ( with: Vector4 ) const1
Vector4floor ( ) const1
Vector4inverse ( ) const1
boolis_equal_approx ( to: Vector4 ) const1
boolis_finite ( ) const1
boolis_normalized ( ) const1
boolis_zero_approx ( ) const1
floatlength ( ) const1
floatlength_squared ( ) const1
Vector4lerp ( to: Vector4, weight: float ) const1
Vector4max ( with: Vector4 ) const1
intmax_axis_index ( ) const1
Vector4maxf ( with: float ) const1
Vector4min ( with: Vector4 ) const1
intmin_axis_index ( ) const1
Vector4minf ( with: float ) const1
Vector4normalized ( ) const1
Vector4posmod ( mod: float ) const1
Vector4posmodv ( modv: Vector4 ) const1
Vector4round ( ) const1
Vector4sign ( ) const1
Vector4snapped ( step: Vector4 ) const1
Vector4snappedf ( step: float ) const1

运算符


常量

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.


属性说明

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].


构造函数说明

Vector4 Vector4 ( )

Constructs a default-initialized Vector4 with all components set to 0.


Vector4 Vector4 ( from: Vector4 )

Constructs a Vector4 as a copy of the given Vector4.


Vector4 Vector4 ( from: Vector4i )

Constructs a new Vector4 from the given Vector4i.


Vector4 Vector4 ( x: float, y: float, z: float, w: float )

Returns a Vector4 with the given components.


方法说明

Vector4 abs ( ) const1

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


Vector4 ceil ( ) const1

Returns a new vector with all components rounded up (towards positive infinity).


Vector4 clamp ( min: Vector4, max: Vector4 ) const1

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


Vector4 clampf ( min: float, max: float ) const1

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


Vector4 cubic_interpolate ( b: Vector4, pre_a: Vector4, post_b: Vector4, weight: float ) const1

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 ( b: Vector4, pre_a: Vector4, post_b: Vector4, weight: float, b_t: float, pre_a_t: float, post_b_t: float ) const1

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 ( to: Vector4 ) const1

Returns the normalized vector pointing from this vector to to. This is equivalent to using (b - a).normalized().


float distance_squared_to ( to: Vector4 ) const1

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 ( to: Vector4 ) const1

Returns the distance between this vector and to.


float dot ( with: Vector4 ) const1

Returns the dot product of this vector and with.


Vector4 floor ( ) const1

Returns a new vector with all components rounded down (towards negative infinity).


Vector4 inverse ( ) const1

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 ( to: Vector4 ) const1

Returns true if this vector and to are approximately equal, by running @GlobalScope.is_equal_approx on each component.


bool is_finite ( ) const1

Returns true if this vector is finite, by calling @GlobalScope.is_finite on each component.


bool is_normalized ( ) const1

Returns true if the vector is normalized, i.e. its length is approximately equal to 1.


bool is_zero_approx ( ) const1

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 ( ) const1

Returns the length (magnitude) of this vector.


float length_squared ( ) const1

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 ( to: Vector4, weight: float ) const1

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.


Vector4 max ( with: Vector4 ) const1

Returns the component-wise maximum of this and with, equivalent to Vector4(maxf(x, with.x), maxf(y, with.y), maxf(z, with.z), maxf(w, with.w)).


int max_axis_index ( ) const1

Returns the axis of the vector's highest value. See AXIS_* constants. If all components are equal, this method returns AXIS_X.


Vector4 maxf ( with: float ) const1

Returns the component-wise maximum of this and with, equivalent to Vector4(maxf(x, with), maxf(y, with), maxf(z, with), maxf(w, with)).


Vector4 min ( with: Vector4 ) const1

Returns the component-wise minimum of this and with, equivalent to Vector4(minf(x, with.x), minf(y, with.y), minf(z, with.z), minf(w, with.w)).


int min_axis_index ( ) const1

Returns the axis of the vector's lowest value. See AXIS_* constants. If all components are equal, this method returns AXIS_W.


Vector4 minf ( with: float ) const1

Returns the component-wise minimum of this and with, equivalent to Vector4(minf(x, with), minf(y, with), minf(z, with), minf(w, with)).


Vector4 normalized ( ) const1

Returns the result of scaling the vector to unit length. Equivalent to v / v.length(). Returns (0, 0, 0, 0) if v.length() == 0. See also is_normalized.

Note: This function may return incorrect values if the input vector length is near zero.


Vector4 posmod ( mod: float ) const1

Returns a vector composed of the @GlobalScope.fposmod of this vector's components and mod.


Vector4 posmodv ( modv: Vector4 ) const1

Returns a vector composed of the @GlobalScope.fposmod of this vector's components and modv's components.


Vector4 round ( ) const1

Returns a new vector with all components rounded to the nearest integer, with halfway cases rounded away from zero.


Vector4 sign ( ) const1

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 ( step: Vector4 ) const1

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.


Vector4 snappedf ( step: float ) const1

Returns a new vector with each component snapped to the nearest multiple of step. This can also be used to round the components to an arbitrary number of decimals.


运算符说明

bool operator != ( right: Vector4 )

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 *** ( right: Projection )

Transforms (multiplies) the Vector4 by the transpose of the given Projection matrix.

For transforming by inverse of a projection projection.inverse() * vector can be used instead. See Projection.inverse.


Vector4 **operator *** ( right: Vector4 )

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 *** ( right: float )

Multiplies each component of the Vector4 by the given float.


    print(Vector4(10, 20, 30, 40) * 2) # Prints "(20, 40, 60, 80)"

Vector4 **operator *** ( right: int )

Multiplies each component of the Vector4 by the given int.


Vector4 operator + ( right: Vector4 )

Adds each component of the Vector4 by the components of the given Vector4.


    print(Vector4(10, 20, 30, 40) + Vector4(3, 4, 5, 6)) # Prints "(13, 24, 35, 46)"

Vector4 operator - ( right: Vector4 )

Subtracts each component of the Vector4 by the components of the given Vector4.


    print(Vector4(10, 20, 30, 40) - Vector4(3, 4, 5, 6)) # Prints "(7, 16, 25, 34)"

Vector4 operator / ( right: Vector4 )

Divides each component of the Vector4 by the components of the given Vector4.


    print(Vector4(10, 20, 30, 40) / Vector4(2, 5, 3, 4)) # Prints "(5, 4, 10, 10)"

Vector4 operator / ( right: float )

Divides each component of the Vector4 by the given float.


    print(Vector4(10, 20, 30, 40) / 2 # Prints "(5, 10, 15, 20)"

Vector4 operator / ( right: int )

Divides each component of the Vector4 by the given int.


bool operator < ( right: Vector4 )

Compares two Vector4 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.

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.


bool operator <= ( right: Vector4 )

Compares two Vector4 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.

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.


bool operator == ( right: Vector4 )

Returns true if the vectors are exactly 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.


bool operator > ( right: Vector4 )

Compares two Vector4 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.

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.


bool operator >= ( right: Vector4 )

Compares two Vector4 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.

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.


float operator [] ( index: 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.


Vector4 operator unary+ ( )

Returns the same value as if the + was not there. Unary + does nothing, but sometimes it can make your code more readable.


Vector4 operator unary- ( )

Returns the negative value of the Vector4. This is the same as writing Vector4(-v.x, -v.y, -v.z, -v.w). This operation flips the direction of the vector while keeping the same magnitude. With floats, the number zero can be either positive or negative.

2

本方法通常需要用户覆盖才能生效。

1

本方法无副作用,不会修改该实例的任何成员变量。

3

本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。

4

本方法用于构造某个类型。

5

调用本方法无需实例,可直接使用类名进行调用。

6

本方法描述的是使用本类型作为左操作数的有效运算符。

7

这个值是由下列位标志构成位掩码的整数。

8

无返回值。