summaryrefslogtreecommitdiff
path: root/doc/classes/Vector4.xml
blob: a2759937c12ca2c92893711fdfe8b01b6f7889ff (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Vector4" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
	<brief_description>
		Vector used for 4D math using floating point coordinates.
	</brief_description>
	<description>
		4-element structure that can be used to represent any 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 [code]float=64[/code].
		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].
	</description>
	<tutorials>
	</tutorials>
	<constructors>
		<constructor name="Vector4">
			<return type="Vector4" />
			<description>
				Constructs a default-initialized [Vector4] with all components set to [code]0[/code].
			</description>
		</constructor>
		<constructor name="Vector4">
			<return type="Vector4" />
			<param index="0" name="from" type="Vector4" />
			<description>
				Constructs a [Vector4] as a copy of the given [Vector4].
			</description>
		</constructor>
		<constructor name="Vector4">
			<return type="Vector4" />
			<param index="0" name="from" type="Vector4i" />
			<description>
				Constructs a new [Vector4] from the given [Vector4i].
			</description>
		</constructor>
		<constructor name="Vector4">
			<return type="Vector4" />
			<param index="0" name="x" type="float" />
			<param index="1" name="y" type="float" />
			<param index="2" name="z" type="float" />
			<param index="3" name="w" type="float" />
			<description>
				Returns a [Vector4] with the given components.
			</description>
		</constructor>
	</constructors>
	<methods>
		<method name="abs" qualifiers="const">
			<return type="Vector4" />
			<description>
				Returns a new vector with all components in absolute values (i.e. positive).
			</description>
		</method>
		<method name="ceil" qualifiers="const">
			<return type="Vector4" />
			<description>
				Returns a new vector with all components rounded up (towards positive infinity).
			</description>
		</method>
		<method name="clamp" qualifiers="const">
			<return type="Vector4" />
			<param index="0" name="min" type="Vector4" />
			<param index="1" name="max" type="Vector4" />
			<description>
				Returns a new vector with all components clamped between the components of [param min] and [param max], by running [method @GlobalScope.clamp] on each component.
			</description>
		</method>
		<method name="cubic_interpolate" qualifiers="const">
			<return type="Vector4" />
			<param index="0" name="b" type="Vector4" />
			<param index="1" name="pre_a" type="Vector4" />
			<param index="2" name="post_b" type="Vector4" />
			<param index="3" name="weight" type="float" />
			<description>
				Performs a cubic interpolation between this vector and [param b] using [param pre_a] and [param post_b] as handles, and returns the result at position [param weight]. [param weight] is on the range of 0.0 to 1.0, representing the amount of interpolation.
			</description>
		</method>
		<method name="cubic_interpolate_in_time" qualifiers="const">
			<return type="Vector4" />
			<param index="0" name="b" type="Vector4" />
			<param index="1" name="pre_a" type="Vector4" />
			<param index="2" name="post_b" type="Vector4" />
			<param index="3" name="weight" type="float" />
			<param index="4" name="b_t" type="float" />
			<param index="5" name="pre_a_t" type="float" />
			<param index="6" name="post_b_t" type="float" />
			<description>
				Performs a cubic interpolation between this vector and [param b] using [param pre_a] and [param post_b] as handles, and returns the result at position [param weight]. [param weight] is on the range of 0.0 to 1.0, representing the amount of interpolation.
				It can perform smoother interpolation than [code]cubic_interpolate()[/code] by the time values.
			</description>
		</method>
		<method name="direction_to" qualifiers="const">
			<return type="Vector4" />
			<param index="0" name="to" type="Vector4" />
			<description>
				Returns the normalized vector pointing from this vector to [param to]. This is equivalent to using [code](b - a).normalized()[/code].
			</description>
		</method>
		<method name="distance_squared_to" qualifiers="const">
			<return type="float" />
			<param index="0" name="to" type="Vector4" />
			<description>
				Returns the squared distance between this vector and [param to].
				This method runs faster than [method distance_to], so prefer it if you need to compare vectors or need the squared distance for some formula.
			</description>
		</method>
		<method name="distance_to" qualifiers="const">
			<return type="float" />
			<param index="0" name="to" type="Vector4" />
			<description>
				Returns the distance between this vector and [param to].
			</description>
		</method>
		<method name="dot" qualifiers="const">
			<return type="float" />
			<param index="0" name="with" type="Vector4" />
			<description>
				Returns the dot product of this vector and [param with].
			</description>
		</method>
		<method name="floor" qualifiers="const">
			<return type="Vector4" />
			<description>
				Returns a new vector with all components rounded down (towards negative infinity).
			</description>
		</method>
		<method name="inverse" qualifiers="const">
			<return type="Vector4" />
			<description>
				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].
			</description>
		</method>
		<method name="is_equal_approx" qualifiers="const">
			<return type="bool" />
			<param index="0" name="with" type="Vector4" />
			<description>
				Returns [code]true[/code] if this vector and [param with] are approximately equal, by running [method @GlobalScope.is_equal_approx] on each component.
			</description>
		</method>
		<method name="is_finite" qualifiers="const">
			<return type="bool" />
			<description>
				Returns [code]true[/code] if this vector is finite, by calling [method @GlobalScope.is_finite] on each component.
			</description>
		</method>
		<method name="is_normalized" qualifiers="const">
			<return type="bool" />
			<description>
				Returns [code]true[/code] if the vector is normalized, i.e. its length is equal to 1.
			</description>
		</method>
		<method name="is_zero_approx" qualifiers="const">
			<return type="bool" />
			<description>
				Returns [code]true[/code] if this vector's values are approximately zero, by running [method @GlobalScope.is_zero_approx] on each component.
				This method is faster than using [method is_equal_approx] with one value as a zero vector.
			</description>
		</method>
		<method name="length" qualifiers="const">
			<return type="float" />
			<description>
				Returns the length (magnitude) of this vector.
			</description>
		</method>
		<method name="length_squared" qualifiers="const">
			<return type="float" />
			<description>
				Returns the squared length (squared magnitude) of this vector. This method runs faster than [method length].
			</description>
		</method>
		<method name="lerp" qualifiers="const">
			<return type="Vector4" />
			<param index="0" name="to" type="Vector4" />
			<param index="1" name="weight" type="float" />
			<description>
				Returns the result of the linear interpolation between this vector and [param to] by amount [param weight]. [param weight] is on the range of [code]0.0[/code] to [code]1.0[/code], representing the amount of interpolation.
			</description>
		</method>
		<method name="max_axis_index" qualifiers="const">
			<return type="int" />
			<description>
				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].
			</description>
		</method>
		<method name="min_axis_index" qualifiers="const">
			<return type="int" />
			<description>
				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].
			</description>
		</method>
		<method name="normalized" qualifiers="const">
			<return type="Vector4" />
			<description>
				Returns the vector scaled to unit length. Equivalent to [code]v / v.length()[/code].
			</description>
		</method>
		<method name="posmod" qualifiers="const">
			<return type="Vector4" />
			<param index="0" name="mod" type="float" />
			<description>
				Returns a vector composed of the [method @GlobalScope.fposmod] of this vector's components and [param mod].
			</description>
		</method>
		<method name="posmodv" qualifiers="const">
			<return type="Vector4" />
			<param index="0" name="modv" type="Vector4" />
			<description>
				Returns a vector composed of the [method @GlobalScope.fposmod] of this vector's components and [param modv]'s components.
			</description>
		</method>
		<method name="round" qualifiers="const">
			<return type="Vector4" />
			<description>
				Returns a new vector with all components rounded to the nearest integer, with halfway cases rounded away from zero.
			</description>
		</method>
		<method name="sign" qualifiers="const">
			<return type="Vector4" />
			<description>
				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.
			</description>
		</method>
		<method name="snapped" qualifiers="const">
			<return type="Vector4" />
			<param index="0" name="step" type="Vector4" />
			<description>
				Returns this vector with each component snapped to the nearest multiple of [param step]. This can also be used to round to an arbitrary number of decimals.
			</description>
		</method>
	</methods>
	<members>
		<member name="w" type="float" setter="" getter="" default="0.0">
			The vector's W component. Also accessible by using the index position [code][3][/code].
		</member>
		<member name="x" type="float" setter="" getter="" default="0.0">
			The vector's X component. Also accessible by using the index position [code][0][/code].
		</member>
		<member name="y" type="float" setter="" getter="" default="0.0">
			The vector's Y component. Also accessible by using the index position [code][1][/code].
		</member>
		<member name="z" type="float" setter="" getter="" default="0.0">
			The vector's Z component. Also accessible by using the index position [code][2][/code].
		</member>
	</members>
	<constants>
		<constant name="AXIS_X" value="0">
			Enumerated value for the X axis. Returned by [method max_axis_index] and [method min_axis_index].
		</constant>
		<constant name="AXIS_Y" value="1">
			Enumerated value for the Y axis. Returned by [method max_axis_index] and [method min_axis_index].
		</constant>
		<constant name="AXIS_Z" value="2">
			Enumerated value for the Z axis. Returned by [method max_axis_index] and [method min_axis_index].
		</constant>
		<constant name="AXIS_W" value="3">
			Enumerated value for the W axis. Returned by [method max_axis_index] and [method min_axis_index].
		</constant>
		<constant name="ZERO" value="Vector4(0, 0, 0, 0)">
			Zero vector, a vector with all components set to [code]0[/code].
		</constant>
		<constant name="ONE" value="Vector4(1, 1, 1, 1)">
			One vector, a vector with all components set to [code]1[/code].
		</constant>
		<constant name="INF" value="Vector4(inf, inf, inf, inf)">
			Infinity vector, a vector with all components set to [constant @GDScript.INF].
		</constant>
	</constants>
	<operators>
		<operator name="operator !=">
			<return type="bool" />
			<param index="0" name="right" type="Vector4" />
			<description>
				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.
			</description>
		</operator>
		<operator name="operator *">
			<return type="Vector4" />
			<param index="0" name="right" type="Projection" />
			<description>
				Inversely transforms (multiplies) the [Vector4] by the given [Projection] matrix.
			</description>
		</operator>
		<operator name="operator *">
			<return type="Vector4" />
			<param index="0" name="right" type="Vector4" />
			<description>
				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]
			</description>
		</operator>
		<operator name="operator *">
			<return type="Vector4" />
			<param index="0" name="right" type="float" />
			<description>
				Multiplies each component of the [Vector4] by the given [float].
				[codeblock]
				print(Vector4(10, 20, 30, 40) * 2) # Prints "(20, 40, 60, 80)"
				[/codeblock]
			</description>
		</operator>
		<operator name="operator *">
			<return type="Vector4" />
			<param index="0" name="right" type="int" />
			<description>
				Multiplies each component of the [Vector4] by the given [int].
			</description>
		</operator>
		<operator name="operator +">
			<return type="Vector4" />
			<param index="0" name="right" type="Vector4" />
			<description>
				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]
			</description>
		</operator>
		<operator name="operator -">
			<return type="Vector4" />
			<param index="0" name="right" type="Vector4" />
			<description>
				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]
			</description>
		</operator>
		<operator name="operator /">
			<return type="Vector4" />
			<param index="0" name="right" type="Vector4" />
			<description>
				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]
			</description>
		</operator>
		<operator name="operator /">
			<return type="Vector4" />
			<param index="0" name="right" type="float" />
			<description>
				Divides each component of the [Vector4] by the given [float].
				[codeblock]
				print(Vector4(10, 20, 30, 40) / 2 # Prints "(5, 10, 15, 20)"
				[/codeblock]
			</description>
		</operator>
		<operator name="operator /">
			<return type="Vector4" />
			<param index="0" name="right" type="int" />
			<description>
				Divides each component of the [Vector4] by the given [int].
			</description>
		</operator>
		<operator name="operator &lt;">
			<return type="bool" />
			<param index="0" name="right" type="Vector4" />
			<description>
				Compares two [Vector4] vectors by first checking if the X value of the left vector is less than the X value of the [param 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.
			</description>
		</operator>
		<operator name="operator &lt;=">
			<return type="bool" />
			<param index="0" name="right" type="Vector4" />
			<description>
				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 [param 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.
			</description>
		</operator>
		<operator name="operator ==">
			<return type="bool" />
			<param index="0" name="right" type="Vector4" />
			<description>
				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.
			</description>
		</operator>
		<operator name="operator &gt;">
			<return type="bool" />
			<param index="0" name="right" type="Vector4" />
			<description>
				Compares two [Vector4] vectors by first checking if the X value of the left vector is greater than the X value of the [param 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.
			</description>
		</operator>
		<operator name="operator &gt;=">
			<return type="bool" />
			<param index="0" name="right" type="Vector4" />
			<description>
				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 [param 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.
			</description>
		</operator>
		<operator name="operator []">
			<return type="float" />
			<param index="0" name="index" type="int" />
			<description>
				Access vector components using their [param 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].
			</description>
		</operator>
		<operator name="operator unary+">
			<return type="Vector4" />
			<description>
				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.
			</description>
		</operator>
		<operator name="operator unary-">
			<return type="Vector4" />
			<description>
				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.
			</description>
		</operator>
	</operators>
</class>