Class reference
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 w = 0.0The vector's W component. Also accessible by using the index position [3].
float x = 0.0
float x = 0.0The vector's X component. Also accessible by using the index position [0].
float y = 0.0
float y = 0.0The vector's Y component. Also accessible by using the index position [1].
float z = 0.0
float z = 0.0The vector's Z component. Also accessible by using the index position [2].
Constructors
Methods
Vector4 abs() const
Vector4 abs() constReturns a new vector with all components in absolute values (i.e. positive).
Vector4 ceil() const
Vector4 ceil() constReturns a new vector with all components rounded up (towards positive infinity).
Vector4 clamp(Vector4 min, Vector4 max) const
Vector4 clamp(Vector4 min, Vector4 max) constReturns a new vector with all components clamped between the components of min and max, by running @GlobalScope.clamp() on each component.
Vector4 clampf(float min, float max) const
Vector4 clampf(float min, float max) constReturns a new vector with all components clamped between min and max, by running @GlobalScope.clamp() on each component.
Vector4 cubic_interpolate(Vector4 b, Vector4 pre_a, Vector4 post_b, float weight) const
Vector4 cubic_interpolate(Vector4 b, Vector4 pre_a, Vector4 post_b, float weight) constPerforms 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
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) constPerforms 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
Vector4 direction_to(Vector4 to) constReturns the normalized vector pointing from this vector to to. This is equivalent to using (b - a).normalized().
float distance_squared_to(Vector4 to) const
float distance_squared_to(Vector4 to) constReturns 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(Vector4 to) const
float distance_to(Vector4 to) constReturns the distance between this vector and to.
float dot(Vector4 with) const
float dot(Vector4 with) constReturns the dot product of this vector and with.
Vector4 floor() const
Vector4 floor() constReturns a new vector with all components rounded down (towards negative infinity).
Vector4 inverse() const
Vector4 inverse() constReturns 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(Vector4 to) const
bool is_equal_approx(Vector4 to) constReturns true if this vector and to are approximately equal, by running @GlobalScope.is_equal_approx() on each component.
bool is_finite() const
bool is_finite() constReturns true if this vector is finite, by calling @GlobalScope.is_finite() on each component.
bool is_normalized() const
bool is_normalized() constReturns true if the vector is normalized, i.e. its length is approximately equal to 1.
bool is_zero_approx() const
bool is_zero_approx() constReturns 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() const
float length() constReturns the length (magnitude) of this vector.
float length_squared() const
float length_squared() constReturns 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(Vector4 to, float weight) const
Vector4 lerp(Vector4 to, float weight) constReturns 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(Vector4 with) const
Vector4 max(Vector4 with) constReturns 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() const
int max_axis_index() constReturns the axis of the vector's highest value. See AXIS_* constants. If all components are equal, this method returns AXIS_X.
Vector4 maxf(float with) const
Vector4 maxf(float with) constReturns 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(Vector4 with) const
Vector4 min(Vector4 with) constReturns 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() const
int min_axis_index() constReturns the axis of the vector's lowest value. See AXIS_* constants. If all components are equal, this method returns AXIS_W.
Vector4 minf(float with) const
Vector4 minf(float with) constReturns the component-wise minimum of this and with, equivalent to Vector4(minf(x, with), minf(y, with), minf(z, with), minf(w, with)).
Vector4 monotonic_cubic_interpolate(Vector4 b, Vector4 pre_a, Vector4 post_b, float weight) const
Vector4 monotonic_cubic_interpolate(Vector4 b, Vector4 pre_a, Vector4 post_b, float weight) constPerforms a monotonic 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 monotonic_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 monotonic_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) constPerforms a monotonic 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 monotonic_cubic_interpolate() by the time values.
Vector4 normalized() const
Vector4 normalized() constReturns 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(float mod) const
Vector4 posmod(float mod) constReturns a vector composed of the @GlobalScope.fposmod() of this vector's components and mod.
Vector4 posmodv(Vector4 modv) const
Vector4 posmodv(Vector4 modv) constReturns a vector composed of the @GlobalScope.fposmod() of this vector's components and modv's components.
Vector4 round() const
Vector4 round() constReturns a new vector with all components rounded to the nearest integer, with halfway cases rounded away from zero.
Vector4 sign() const
Vector4 sign() constReturns 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(Vector4 step) const
Vector4 snapped(Vector4 step) constReturns 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(float step) const
Vector4 snappedf(float step) constReturns 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.
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.
Operators
bool operator !=(Vector4 right)
bool operator !=(Vector4 right)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 *(Projection right)
Vector4 operator *(Projection right)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 *(Vector4 right)
Vector4 operator *(Vector4 right)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 (30.0, 80.0, 150.0, 240.0)
Vector4 operator *(float right)
Vector4 operator *(float right)Multiplies each component of the Vector4 by the given float.
print(Vector4(10, 20, 30, 40) * 2) # Prints (20.0, 40.0, 60.0, 80.0)
Vector4 operator *(int right)
Vector4 operator *(int right)Vector4 operator +(Vector4 right)
Vector4 operator +(Vector4 right)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 (13.0, 24.0, 35.0, 46.0)
Vector4 operator -(Vector4 right)
Vector4 operator -(Vector4 right)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 (7.0, 16.0, 25.0, 34.0)
Vector4 operator /(Vector4 right)
Vector4 operator /(Vector4 right)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 (5.0, 4.0, 10.0, 10.0)
Vector4 operator /(float right)
Vector4 operator /(float right)Divides each component of the Vector4 by the given float.
print(Vector4(10, 20, 30, 40) / 2) # Prints (5.0, 10.0, 15.0, 20.0)
Vector4 operator /(int right)
Vector4 operator /(int right)bool operator <(Vector4 right)
bool operator <(Vector4 right)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 <=(Vector4 right)
bool operator <=(Vector4 right)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 ==(Vector4 right)
bool operator ==(Vector4 right)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 >(Vector4 right)
bool operator >(Vector4 right)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 >=(Vector4 right)
bool operator >=(Vector4 right)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 [](int index)
float operator [](int index)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+()
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-()
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.