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
Vector4 | Vector4 ( ) |
Vector4 | Vector4 ( from: Vector4 ) |
Vector4 | Vector4 ( from: Vector4i ) |
Vector4 | Vector4 ( x: float , y: float , z: float , w: float ) |
方法
运算符
bool | operator != ( right: Vector4 ) |
Vector4 | operator * ( right: Projection ) |
Vector4 | operator * ( right: Vector4 ) |
Vector4 | operator * ( right: float ) |
Vector4 | operator * ( right: int ) |
Vector4 | operator + ( right: Vector4 ) |
Vector4 | operator - ( right: Vector4 ) |
Vector4 | operator / ( right: Vector4 ) |
Vector4 | operator / ( right: float ) |
Vector4 | operator / ( right: int ) |
bool | operator < ( right: Vector4 ) |
bool | operator <= ( right: Vector4 ) |
bool | operator == ( right: Vector4 ) |
bool | operator > ( right: Vector4 ) |
bool | operator >= ( right: Vector4 ) |
float | operator [] ( index: int ) |
Vector4 | operator unary+ ( ) |
Vector4 | operator unary- ( ) |
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
Returns a new vector with all components in absolute values (i.e. positive).
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
.
Returns a new vector with all components rounded down (towards negative infinity).
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.
Returns true
if this vector is finite, by calling @GlobalScope.is_finite
on each component.
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.
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))
.
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))
.
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))
.
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.
Returns a new vector with all components rounded to the nearest integer, with halfway cases rounded away from zero.
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.
本方法通常需要用户覆盖才能生效。
本方法无副作用,不会修改该实例的任何成员变量。
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。
本方法用于构造某个类型。
调用本方法无需实例,可直接使用类名进行调用。
本方法描述的是使用本类型作为左操作数的有效运算符。
这个值是由下列位标志构成位掩码的整数。
无返回值。