Struct Vector4
- Namespace
- Godot
- Assembly
- GodotSharp.dll
4-element structure that can be used to represent positions in 4D space or any other pair of numeric values.
public struct Vector4 : IEquatable<Vector4>
- Implements
- Inherited Members
Constructors
Vector4(float, float, float, float)
Constructs a new Vector4 with the given components.
public Vector4(float x, float y, float z, float w)
Parameters
x
floatThe vector's X component.
y
floatThe vector's Y component.
z
floatThe vector's Z component.
w
floatThe vector's W component.
Fields
W
The vector's W component. Also accessible by using the index position [3]
.
public float W
Field Value
X
The vector's X component. Also accessible by using the index position [0]
.
public float X
Field Value
Y
The vector's Y component. Also accessible by using the index position [1]
.
public float Y
Field Value
Z
The vector's Z component. Also accessible by using the index position [2]
.
public float Z
Field Value
Properties
Inf
Infinity vector, a vector with all components set to Inf.
public static Vector4 Inf { get; }
Property Value
- Vector4
Equivalent to
new Vector4(Mathf.Inf, Mathf.Inf, Mathf.Inf, Mathf.Inf)
.
this[int]
Access vector components using their index.
public float this[int index] { readonly get; set; }
Parameters
index
int
Property Value
- float
[0]
is equivalent to X,[1]
is equivalent to Y,[2]
is equivalent to Z.[3]
is equivalent to W.
Exceptions
- ArgumentOutOfRangeException
index
is not 0, 1, 2 or 3.
One
One vector, a vector with all components set to 1
.
public static Vector4 One { get; }
Property Value
- Vector4
Equivalent to
new Vector4(1, 1, 1, 1)
.
Zero
Zero vector, a vector with all components set to 0
.
public static Vector4 Zero { get; }
Property Value
- Vector4
Equivalent to
new Vector4(0, 0, 0, 0)
.
Methods
Abs()
Returns a new vector with all components in absolute values (i.e. positive).
public readonly Vector4 Abs()
Returns
- Vector4
A vector with Abs(float) called on each component.
Ceil()
Returns a new vector with all components rounded up (towards positive infinity).
public readonly Vector4 Ceil()
Returns
- Vector4
A vector with Ceil(float) called on each component.
Clamp(Vector4, Vector4)
Returns a new vector with all components clamped between the
components of min
and max
using
Clamp(float, float, float).
public readonly Vector4 Clamp(Vector4 min, Vector4 max)
Parameters
min
Vector4The vector with minimum allowed values.
max
Vector4The vector with maximum allowed values.
Returns
- Vector4
The vector with all components clamped.
CubicInterpolate(Vector4, Vector4, Vector4, float)
Performs a cubic interpolation between vectors preA
, this vector,
b
, and postB
, by the given amount weight
.
public readonly Vector4 CubicInterpolate(Vector4 b, Vector4 preA, Vector4 postB, float weight)
Parameters
b
Vector4The destination vector.
preA
Vector4A vector before this vector.
postB
Vector4A vector after
b
.weight
floatA value on the range of 0.0 to 1.0, representing the amount of interpolation.
Returns
- Vector4
The interpolated vector.
CubicInterpolateInTime(Vector4, Vector4, Vector4, float, float, float, float)
Performs a cubic interpolation between vectors preA
, this vector,
b
, and postB
, by the given amount weight
.
It can perform smoother interpolation than CubicInterpolate(Vector4, Vector4, Vector4, float)
by the time values.
public readonly Vector4 CubicInterpolateInTime(Vector4 b, Vector4 preA, Vector4 postB, float weight, float t, float preAT, float postBT)
Parameters
b
Vector4The destination vector.
preA
Vector4A vector before this vector.
postB
Vector4A vector after
b
.weight
floatA value on the range of 0.0 to 1.0, representing the amount of interpolation.
t
floatpreAT
floatpostBT
float
Returns
- Vector4
The interpolated vector.
Deconstruct(out float, out float, out float, out float)
Helper method for deconstruction into a tuple.
public readonly void Deconstruct(out float x, out float y, out float z, out float w)
Parameters
DirectionTo(Vector4)
Returns the normalized vector pointing from this vector to to
.
public readonly Vector4 DirectionTo(Vector4 to)
Parameters
to
Vector4The other vector to point towards.
Returns
- Vector4
The direction from this vector to
to
.
DistanceSquaredTo(Vector4)
Returns the squared distance between this vector and to
.
This method runs faster than DistanceTo(Vector4), so prefer it if
you need to compare vectors or need the squared distance for some formula.
public readonly float DistanceSquaredTo(Vector4 to)
Parameters
to
Vector4The other vector to use.
Returns
- float
The squared distance between the two vectors.
DistanceTo(Vector4)
Returns the distance between this vector and to
.
public readonly float DistanceTo(Vector4 to)
Parameters
to
Vector4The other vector to use.
Returns
- float
The distance between the two vectors.
Dot(Vector4)
Returns the dot product of this vector and with
.
public readonly float Dot(Vector4 with)
Parameters
with
Vector4The other vector to use.
Returns
- float
The dot product of the two vectors.
Equals(Vector4)
Returns true if the vectors are exactly equal. Note: Due to floating-point precision errors, consider using IsEqualApprox(Vector4) instead, which is more reliable.
public readonly bool Equals(Vector4 other)
Parameters
other
Vector4The other vector.
Returns
- bool
Whether or not the vectors are exactly equal.
Equals(object)
Returns true if the vector is exactly equal
to the given object (obj
).
Note: Due to floating-point precision errors, consider using
IsEqualApprox(Vector4) instead, which is more reliable.
public override readonly bool Equals(object obj)
Parameters
obj
objectThe object to compare with.
Returns
- bool
Whether or not the vector and the object are equal.
Floor()
Returns a new vector with all components rounded down (towards negative infinity).
public readonly Vector4 Floor()
Returns
- Vector4
A vector with Floor(float) called on each component.
GetHashCode()
Serves as the hash function for Vector4.
public override readonly int GetHashCode()
Returns
- int
A hash code for this vector.
Inverse()
Returns the inverse of this vector. This is the same as new Vector4(1 / v.X, 1 / v.Y, 1 / v.Z, 1 / v.W)
.
public readonly Vector4 Inverse()
Returns
- Vector4
The inverse of this vector.
IsEqualApprox(Vector4)
Returns true if this vector and other
are approximately equal,
by running IsEqualApprox(float, float) on each component.
public readonly bool IsEqualApprox(Vector4 other)
Parameters
other
Vector4The other vector to compare.
Returns
- bool
Whether or not the vectors are approximately equal.
IsFinite()
Returns true if this vector is finite, by calling IsFinite(float) on each component.
public readonly bool IsFinite()
Returns
- bool
Whether this vector is finite or not.
IsNormalized()
public readonly bool IsNormalized()
Returns
IsZeroApprox()
Returns true if this vector's values are approximately zero, by running IsZeroApprox(float) on each component. This method is faster than using IsEqualApprox(Vector4) with one value as a zero vector.
public readonly bool IsZeroApprox()
Returns
- bool
Whether or not the vector is approximately zero.
Length()
Returns the length (magnitude) of this vector.
public readonly float Length()
Returns
- float
The length of this vector.
- See Also
LengthSquared()
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 length for some formula.
public readonly float LengthSquared()
Returns
- float
The squared length of this vector.
Lerp(Vector4, float)
Returns the result of the linear interpolation between
this vector and to
by amount weight
.
public readonly Vector4 Lerp(Vector4 to, float weight)
Parameters
to
Vector4The destination vector for interpolation.
weight
floatA value on the range of 0.0 to 1.0, representing the amount of interpolation.
Returns
- Vector4
The resulting vector of the interpolation.
MaxAxisIndex()
Returns the axis of the vector's highest value. See Vector4.Axis. If all components are equal, this method returns X.
public readonly Vector4.Axis MaxAxisIndex()
Returns
MinAxisIndex()
Returns the axis of the vector's lowest value. See Vector4.Axis. If all components are equal, this method returns W.
public readonly Vector4.Axis MinAxisIndex()
Returns
Normalized()
Returns the vector scaled to unit length. Equivalent to v / v.Length()
.
public readonly Vector4 Normalized()
Returns
- Vector4
A normalized version of the vector.
PosMod(Vector4)
Returns a vector composed of the PosMod(float, float) of this vector's components
and modv
's components.
public readonly Vector4 PosMod(Vector4 modv)
Parameters
modv
Vector4A vector representing the divisors of the operation.
Returns
- Vector4
A vector with each component PosMod(float, float) by
modv
's components.
PosMod(float)
Returns a vector composed of the PosMod(float, float) of this vector's components
and mod
.
public readonly Vector4 PosMod(float mod)
Parameters
mod
floatA value representing the divisor of the operation.
Returns
- Vector4
A vector with each component PosMod(float, float) by
mod
.
Round()
Returns this vector with all components rounded to the nearest integer, with halfway cases rounded towards the nearest multiple of two.
public readonly Vector4 Round()
Returns
- Vector4
The rounded vector.
Sign()
Returns a vector with each component set to one or negative one, depending on the signs of this vector's components, or zero if the component is zero, by calling Sign(float) on each component.
public readonly Vector4 Sign()
Returns
- Vector4
A vector with all components as either
1
,-1
, or0
.
Snapped(Vector4)
Returns this vector with each component snapped to the nearest multiple of step
.
This can also be used to round to an arbitrary number of decimals.
public readonly Vector4 Snapped(Vector4 step)
Parameters
step
Vector4A vector value representing the step size to snap to.
Returns
- Vector4
The snapped vector.
ToString()
Converts this Vector4 to a string.
public override string ToString()
Returns
- string
A string representation of this vector.
ToString(string)
Converts this Vector4 to a string with the given format
.
public readonly string ToString(string format)
Parameters
format
string
Returns
- string
A string representation of this vector.
Operators
operator +(Vector4, Vector4)
public static Vector4 operator +(Vector4 left, Vector4 right)
Parameters
Returns
- Vector4
The added vector.
operator /(Vector4, Vector4)
public static Vector4 operator /(Vector4 vec, Vector4 divisorv)
Parameters
Returns
- Vector4
The divided vector.
operator /(Vector4, float)
public static Vector4 operator /(Vector4 vec, float divisor)
Parameters
Returns
- Vector4
The divided vector.
operator ==(Vector4, Vector4)
Returns true if the vectors are exactly equal. Note: Due to floating-point precision errors, consider using IsEqualApprox(Vector4) instead, which is more reliable.
public static bool operator ==(Vector4 left, Vector4 right)
Parameters
Returns
- bool
Whether or not the vectors are exactly equal.
operator >(Vector4, 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, Z and finally W values of the two vectors.
This operator is useful for sorting vectors.
public static bool operator >(Vector4 left, Vector4 right)
Parameters
Returns
- bool
Whether or not the left is greater than the right.
operator >=(Vector4, 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, Z and finally W values of the two vectors.
This operator is useful for sorting vectors.
public static bool operator >=(Vector4 left, Vector4 right)
Parameters
Returns
- bool
Whether or not the left is greater than or equal to the right.
operator !=(Vector4, Vector4)
Returns true if the vectors are not equal. Note: Due to floating-point precision errors, consider using IsEqualApprox(Vector4) instead, which is more reliable.
public static bool operator !=(Vector4 left, Vector4 right)
Parameters
Returns
- bool
Whether or not the vectors are not equal.
operator <(Vector4, 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, Z and finally W values of the two vectors.
This operator is useful for sorting vectors.
public static bool operator <(Vector4 left, Vector4 right)
Parameters
Returns
- bool
Whether or not the left is less than the right.
operator <=(Vector4, 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, Z and finally W values of the two vectors.
This operator is useful for sorting vectors.
public static bool operator <=(Vector4 left, Vector4 right)
Parameters
Returns
- bool
Whether or not the left is less than or equal to the right.
operator %(Vector4, Vector4)
Gets the remainder of each component of the Vector4 with the components of the given Vector4. This operation uses truncated division, which is often not desired as it does not work well with negative numbers. Consider using PosMod(Vector4) instead if you want to handle negative numbers.
public static Vector4 operator %(Vector4 vec, Vector4 divisorv)
Parameters
Returns
- Vector4
The remainder vector.
Examples
GD.Print(new Vector4(10, -20, 30, 10) % new Vector4(7, 8, 9, 10)); // Prints "(3, -4, 3, 0)"
operator %(Vector4, float)
Gets the remainder of each component of the Vector4 with the components of the given float. This operation uses truncated division, which is often not desired as it does not work well with negative numbers. Consider using PosMod(float) instead if you want to handle negative numbers.
public static Vector4 operator %(Vector4 vec, float divisor)
Parameters
Returns
- Vector4
The remainder vector.
Examples
GD.Print(new Vector4(10, -20, 30, 40) % 7); // Prints "(3, -6, 2, 5)"
operator *(Vector4, Vector4)
public static Vector4 operator *(Vector4 left, Vector4 right)
Parameters
Returns
- Vector4
The multiplied vector.
operator *(Vector4, float)
public static Vector4 operator *(Vector4 vec, float scale)
Parameters
Returns
- Vector4
The multiplied vector.
operator *(float, Vector4)
public static Vector4 operator *(float scale, Vector4 vec)
Parameters
Returns
- Vector4
The multiplied vector.
operator -(Vector4, Vector4)
public static Vector4 operator -(Vector4 left, Vector4 right)
Parameters
Returns
- Vector4
The subtracted vector.
operator -(Vector4)
Returns the negative value of the Vector4.
This is the same as writing new 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.
public static Vector4 operator -(Vector4 vec)
Parameters
vec
Vector4The vector to negate/flip.
Returns
- Vector4
The negated/flipped vector.