Table of Contents

Class Vector4

A 4D vector using floating-point coordinates.

Vector4

Remarks

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.

Constructors

Vector4

Constructs a default-initialized Vector4 with all components set to 0.

Vector4 Vector4

Vector4(Vector4)

Constructs a Vector4 as a copy of the given Vector4.

Vector4 Vector4(Vector4 from)

Parameters

from Vector4

Vector4(Vector4i)

Constructs a new Vector4 from the given Vector4i.

Vector4 Vector4(Vector4i from)

Parameters

from Vector4i

Vector4(float, float, float, float)

Returns a Vector4 with the given components.

Vector4 Vector4(float x, float y, float z, float w)

Parameters

x float
y float
z float
w float

Fields

ZERO

Zero vector, a vector with all components set to 0.

const ZERO = Vector4(0, 0, 0, 0)

ONE

One vector, a vector with all components set to 1.

const ONE = Vector4(1, 1, 1, 1)

INF

Infinity vector, a vector with all components set to INF.

const INF = Vector4(inf, inf, inf, inf)

Properties

w

The vector's W component. Also accessible by using the index position [3].

var w : float = 0.0

Property Value

float

x

The vector's X component. Also accessible by using the index position [0].

var x : float = 0.0

Property Value

float

y

The vector's Y component. Also accessible by using the index position [1].

var y : float = 0.0

Property Value

float

z

The vector's Z component. Also accessible by using the index position [2].

var z : float = 0.0

Property Value

float

Methods

abs

Qualifiers: const

Returns a new vector with all components in absolute values (i.e. positive).

Vector4 abs

ceil

Qualifiers: const

Returns a new vector with all components rounded up (towards positive infinity).

Vector4 ceil

clamp(Vector4, Vector4)

Qualifiers: const

Returns a new vector with all components clamped between the components of min and max, by running @GlobalScope.clamp on each component.

Vector4 clamp(Vector4 min, Vector4 max)

Parameters

min Vector4
max Vector4

clampf(float, float)

Qualifiers: const

Returns a new vector with all components clamped between min and max, by running @GlobalScope.clamp on each component.

Vector4 clampf(float min, float max)

Parameters

min float
max float

cubic_interpolate(Vector4, Vector4, Vector4, float)

Qualifiers: const

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(Vector4 b, Vector4 pre_a, Vector4 post_b, float weight)

Parameters

b Vector4
pre_a Vector4
post_b Vector4
weight float

cubic_interpolate_in_time(Vector4, Vector4, Vector4, float, float, float, float)

Qualifiers: const

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 Vector4.cubic_interpolate by the time values.

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)

Parameters

b Vector4
pre_a Vector4
post_b Vector4
weight float
b_t float
pre_a_t float
post_b_t float

direction_to(Vector4)

Qualifiers: const

Returns the normalized vector pointing from this vector to to. This is equivalent to using (b - a).normalized().

Vector4 direction_to(Vector4 to)

Parameters

to Vector4

distance_squared_to(Vector4)

Qualifiers: const

Returns the squared distance between this vector and to.

This method runs faster than Vector4.distance_to, so prefer it if you need to compare vectors or need the squared distance for some formula.

float distance_squared_to(Vector4 to)

Parameters

to Vector4

distance_to(Vector4)

Qualifiers: const

Returns the distance between this vector and to.

float distance_to(Vector4 to)

Parameters

to Vector4

dot(Vector4)

Qualifiers: const

Returns the dot product of this vector and with.

float dot(Vector4 with)

Parameters

with Vector4

floor

Qualifiers: const

Returns a new vector with all components rounded down (towards negative infinity).

Vector4 floor

inverse

Qualifiers: const

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).

Vector4 inverse

is_equal_approx(Vector4)

Qualifiers: const

Returns true if this vector and to are approximately equal, by running @GlobalScope.is_equal_approx on each component.

bool is_equal_approx(Vector4 to)

Parameters

to Vector4

is_finite

Qualifiers: const

Returns true if this vector is finite, by calling @GlobalScope.is_finite on each component.

bool is_finite

is_normalized

Qualifiers: const

Returns true if the vector is normalized, i.e. its length is approximately equal to 1.

bool is_normalized

is_zero_approx

Qualifiers: const

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 Vector4.is_equal_approx with one value as a zero vector.

bool is_zero_approx

length

Qualifiers: const

Returns the length (magnitude) of this vector.

float length

length_squared

Qualifiers: const

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.

float length_squared

lerp(Vector4, float)

Qualifiers: const

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 lerp(Vector4 to, float weight)

Parameters

to Vector4
weight float

max(Vector4)

Qualifiers: const

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)).

Vector4 max(Vector4 with)

Parameters

with Vector4

max_axis_index

Qualifiers: const

Returns the axis of the vector's highest value. See AXIS_* constants. If all components are equal, this method returns Vector4.AXIS_X.

int max_axis_index

maxf(float)

Qualifiers: const

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 maxf(float with)

Parameters

with float

min(Vector4)

Qualifiers: const

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)).

Vector4 min(Vector4 with)

Parameters

with Vector4

min_axis_index

Qualifiers: const

Returns the axis of the vector's lowest value. See AXIS_* constants. If all components are equal, this method returns Vector4.AXIS_W.

int min_axis_index

minf(float)

Qualifiers: const

Returns the component-wise minimum of this and with, equivalent to Vector4(minf(x, with), minf(y, with), minf(z, with), minf(w, with)).

Vector4 minf(float with)

Parameters

with float

normalized

Qualifiers: const

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 normalized

posmod(float)

Qualifiers: const

Returns a vector composed of the @GlobalScope.fposmod of this vector's components and mod.

Vector4 posmod(float mod)

Parameters

mod float

posmodv(Vector4)

Qualifiers: const

Returns a vector composed of the @GlobalScope.fposmod of this vector's components and modv's components.

Vector4 posmodv(Vector4 modv)

Parameters

modv Vector4

round

Qualifiers: const

Returns a new vector with all components rounded to the nearest integer, with halfway cases rounded away from zero.

Vector4 round

sign

Qualifiers: const

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 sign

snapped(Vector4)

Qualifiers: const

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 snapped(Vector4 step)

Parameters

step Vector4

snappedf(float)

Qualifiers: const

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.

Vector4 snappedf(float step)

Parameters

step float

Operators

!= (Vector4)

Returns true if the vectors are not equal.

Note: Due to floating-point precision errors, consider using Vector4.is_equal_approx instead, which is more reliable.

Note: Vectors with 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 != (Vector4 right)

Parameters

right Vector4

* (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 inverse.

Vector4 * (Projection right)

Parameters

right Projection

* (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 (30.0, 80.0, 150.0, 240.0)

Vector4 * (Vector4 right)

Parameters

right Vector4

* (float)

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 * (float right)

Parameters

right float

* (int)

Multiplies each component of the Vector4 by the given int.

Vector4 * (int right)

Parameters

right int

+ (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 (13.0, 24.0, 35.0, 46.0)

Vector4 + (Vector4 right)

Parameters

right Vector4

- (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 (7.0, 16.0, 25.0, 34.0)

Vector4 - (Vector4 right)

Parameters

right Vector4

/ (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 (5.0, 4.0, 10.0, 10.0)

Vector4 / (Vector4 right)

Parameters

right Vector4

/ (float)

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 / (float right)

Parameters

right float

/ (int)

Divides each component of the Vector4 by the given int.

Vector4 / (int right)

Parameters

right int

< (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 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 < (Vector4 right)

Parameters

right 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 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 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 <= (Vector4 right)

Parameters

right Vector4

== (Vector4)

Returns true if the vectors are exactly equal.

Note: Due to floating-point precision errors, consider using Vector4.is_equal_approx instead, which is more reliable.

Note: Vectors with 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 == (Vector4 right)

Parameters

right 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 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 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 > (Vector4 right)

Parameters

right 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 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 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 >= (Vector4 right)

Parameters

right Vector4

[] (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.

float [] (int index)

Parameters

index int

unary+

Returns the same value as if the + was not there. Unary + does nothing, but sometimes it can make your code more readable.

Vector4 unary+

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.

Vector4 unary-