From d7b30b23278b21710fcccf4f3b58f8981fe82438 Mon Sep 17 00:00:00 2001 From: kobewi Date: Mon, 25 Jul 2022 23:53:03 +0200 Subject: Add Vector4 documentation --- doc/classes/Vector4.xml | 73 +++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 73 insertions(+) (limited to 'doc') diff --git a/doc/classes/Vector4.xml b/doc/classes/Vector4.xml index 435be4213a..4df3bbb80e 100644 --- a/doc/classes/Vector4.xml +++ b/doc/classes/Vector4.xml @@ -1,8 +1,12 @@ + Vector used for 4D math using floating point coordinates. + 4-element structure that can be used to represent any quadruplet of numeric values. + It uses floating-point coordinates. See [Vector4i] for its integer counterpart. + [b]Note:[/b] In a boolean context, a Vector4 will evaluate to [code]false[/code] if it's equal to [code]Vector4(0, 0, 0, 0)[/code]. Otherwise, a Vector4 will always evaluate to [code]true[/code]. @@ -10,18 +14,21 @@ + Constructs a default-initialized [Vector4] with all components set to [code]0[/code]. + Constructs a [Vector4] as a copy of the given [Vector4]. + Constructs a new [Vector4] from [Vector4i]. @@ -31,6 +38,7 @@ + Returns a [Vector4] with the given components. @@ -38,11 +46,13 @@ + 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). @@ -50,43 +60,51 @@ + Returns a new vector with all components clamped between the components of [code]min[/code] and [code]max[/code], by running [method @GlobalScope.clamp] on each component. + Returns the dot product of this vector and [code]with[/code]. + Returns a new vector with all components rounded down (towards negative infinity). + Returns the inverse of the vector. This is the same as [code]Vector4(1.0 / v.x, 1.0 / v.y, 1.0 / v.z, 1.0 / v.w)[/code]. + Returns [code]true[/code] if this vector and [code]v[/code] are approximately equal, by running [method @GlobalScope.is_equal_approx] on each component. + Returns [code]true[/code] if the vector is normalized, i.e. its length is equal to 1. + Returns the length (magnitude) of this vector. + Returns the squared length (squared magnitude) of this vector. This method runs faster than [method length]. @@ -94,58 +112,75 @@ + Returns the result of the linear interpolation between this vector and [code]to[/code] by amount [code]weight[/code]. [code]weight[/code] is on the range of [code]0.0[/code] to [code]1.0[/code], representing the amount of interpolation. + Returns the axis of the vector's highest value. See [code]AXIS_*[/code] constants. If all components are equal, this method returns [constant AXIS_X]. + Returns the axis of the vector's lowest value. See [code]AXIS_*[/code] constants. If all components are equal, this method returns [constant AXIS_W]. + Returns the vector scaled to unit length. Equivalent to [code]v / v.length()[/code]. + 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 one or negative one, depending on the signs of the components, or zero if the component is zero, by calling [method @GlobalScope.sign] on each component. + The vector's W component. Also accessible by using the index position [code][3][/code]. + The vector's X component. Also accessible by using the index position [code][0][/code]. + The vector's Y component. Also accessible by using the index position [code][1][/code]. + The vector's Z component. Also accessible by using the index position [code][2][/code]. + Enumerated value for the X axis. Returned by [method max_axis_index] and [method min_axis_index]. + Enumerated value for the Y axis. Returned by [method max_axis_index] and [method min_axis_index]. + Enumerated value for the Z axis. Returned by [method max_axis_index] and [method min_axis_index]. + Enumerated value for the W axis. Returned by [method max_axis_index] and [method min_axis_index]. + Zero vector, a vector with all components set to [code]0[/code]. + One vector, a vector with all components set to [code]1[/code]. + Infinity vector, a vector with all components set to [constant @GDScript.INF]. @@ -153,106 +188,144 @@ + Returns [code]true[/code] if the vectors are not equal. + [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable. + Inversely transforms (multiplies) the [Vector4] by the given [Projection] matrix. + Multiplies each component of the [Vector4] by the components of the given [Vector4]. + [codeblock] + print(Vector4(10, 20, 30, 40) * Vector4(3, 4, 5, 6)) # Prints "(30, 80, 150, 240)" + [/codeblock] + Multiplies each component of the [Vector4] by the given [float]. + [codeblock] + print(Vector4(10, 20, 30, 40) * 2) # Prints "(20, 40, 60, 80)" + [/codeblock] + Multiplies each component of the [Vector4] by the given [int]. + Adds each component of the [Vector4] by the components of the given [Vector4]. + [codeblock] + print(Vector4(10, 20, 30, 40) + Vector4(3, 4, 5, 6)) # Prints "(13, 24, 35, 46)" + [/codeblock] + Subtracts each component of the [Vector4] by the components of the given [Vector4]. + [codeblock] + print(Vector4(10, 20, 30, 40) - Vector4(3, 4, 5, 6)) # Prints "(7, 16, 25, 34)" + [/codeblock] + Divides each component of the [Vector4] by the components of the given [Vector4]. + [codeblock] + print(Vector4(10, 20, 30, 40) / Vector4(2, 5, 3, 4)) # Prints "(5, 4, 10, 10)" + [/codeblock] + Divides each component of the [Vector4] by the given [float]. + [codeblock] + print(Vector4(10, 20, 30, 40) / 2 # Prints "(5, 10, 15, 20)" + [/codeblock] + Divides each component of the [Vector4] by the given [int]. + Compares two [Vector4] vectors by first checking if the X value of the left vector is less than the X value of the [code]right[/code] 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. + 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 [code]right[/code] 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. + Returns [code]true[/code] if the vectors are exactly equal. + [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable. + Compares two [Vector4] vectors by first checking if the X value of the left vector is greater than the X value of the [code]right[/code] 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. + Access vector components using their index. [code]v[0][/code] is equivalent to [code]v.x[/code], [code]v[1][/code] is equivalent to [code]v.y[/code], and [code]v[2][/code] is equivalent to [code]v.z[/code]. + Access vector components using their index. [code]v[0][/code] is equivalent to [code]v.x[/code], [code]v[1][/code] is equivalent to [code]v.y[/code], [code]v[2][/code] is equivalent to [code]v.z[/code], and [code]v[3][/code] is equivalent to [code]v.w[/code]. + Returns the same value as if the [code]+[/code] was not there. Unary [code]+[/code] does nothing, but sometimes it can make your code more readable. + Returns the negative value of the [Vector4]. This is the same as writing [code]Vector4(-v.x, -v.y, -v.z, -v.w)[/code]. This operation flips the direction of the vector while keeping the same magnitude. With floats, the number zero can be either positive or negative. -- cgit v1.2.3