godot/doc/classes/Vector4i.xml

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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="Vector4i" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Vector used for 4D math using integer coordinates.
</brief_description>
<description>
4-element structure that can be used to represent 4D grid coordinates or sets of integers.
It uses integer coordinates and is therefore preferable to [Vector4] when exact precision is required. Note that the values are limited to 32 bits, and unlike [Vector4] this cannot be configured with an engine build option. Use [int] or [PackedInt64Array] if 64-bit values are needed.
</description>
<tutorials>
</tutorials>
<constructors>
<constructor name="Vector4i">
<return type="Vector4i" />
<description>
Constructs a default-initialized [Vector4i] with all components set to [code]0[/code].
</description>
</constructor>
<constructor name="Vector4i">
<return type="Vector4i" />
<param index="0" name="from" type="Vector4i" />
<description>
Constructs a [Vector4i] as a copy of the given [Vector4i].
</description>
</constructor>
<constructor name="Vector4i">
<return type="Vector4i" />
<param index="0" name="from" type="Vector4" />
<description>
Constructs a new [Vector4i] from the given [Vector4] by truncating components' fractional parts (rounding towards zero). For a different behavior consider passing the result of [method Vector4.ceil], [method Vector4.floor] or [method Vector4.round] to this constructor instead.
</description>
</constructor>
<constructor name="Vector4i">
<return type="Vector4i" />
<param index="0" name="x" type="int" />
<param index="1" name="y" type="int" />
<param index="2" name="z" type="int" />
<param index="3" name="w" type="int" />
<description>
Returns a [Vector4i] with the given components.
</description>
</constructor>
</constructors>
<methods>
<method name="abs" qualifiers="const">
<return type="Vector4i" />
<description>
Returns a new vector with all components in absolute values (i.e. positive).
</description>
</method>
<method name="clamp" qualifiers="const">
<return type="Vector4i" />
<param index="0" name="min" type="Vector4i" />
<param index="1" name="max" type="Vector4i" />
<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="length" qualifiers="const">
<return type="float" />
<description>
Returns the length (magnitude) of this vector.
</description>
</method>
<method name="length_squared" qualifiers="const">
<return type="int" />
<description>
Returns the squared length (squared magnitude) of this vector.
This method runs faster than [method length], so prefer it if you need to compare vectors or need the squared distance for some formula.
</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="sign" qualifiers="const">
<return type="Vector4i" />
<description>
Returns a new vector with each component set to [code]1[/code] if it's positive, [code]-1[/code] if it's negative, and [code]0[/code] if it's zero. The result is identical to calling [method @GlobalScope.sign] on each component.
</description>
</method>
<method name="snapped" qualifiers="const">
<return type="Vector4i" />
<param index="0" name="step" type="Vector4i" />
<description>
Returns a new vector with each component snapped to the closest multiple of the corresponding component in [param step].
</description>
</method>
</methods>
<members>
<member name="w" type="int" setter="" getter="" default="0">
The vector's W component. Also accessible by using the index position [code][3][/code].
</member>
<member name="x" type="int" setter="" getter="" default="0">
The vector's X component. Also accessible by using the index position [code][0][/code].
</member>
<member name="y" type="int" setter="" getter="" default="0">
The vector's Y component. Also accessible by using the index position [code][1][/code].
</member>
<member name="z" type="int" setter="" getter="" default="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="Vector4i(0, 0, 0, 0)">
Zero vector, a vector with all components set to [code]0[/code].
</constant>
<constant name="ONE" value="Vector4i(1, 1, 1, 1)">
One vector, a vector with all components set to [code]1[/code].
</constant>
</constants>
<operators>
<operator name="operator !=">
<return type="bool" />
<param index="0" name="right" type="Vector4i" />
<description>
Returns [code]true[/code] if the vectors are not equal.
</description>
</operator>
<operator name="operator %">
<return type="Vector4i" />
<param index="0" name="right" type="Vector4i" />
<description>
Gets the remainder of each component of the [Vector4i] with the components of the given [Vector4i]. This operation uses truncated division, which is often not desired as it does not work well with negative numbers. Consider using [method @GlobalScope.posmod] instead if you want to handle negative numbers.
[codeblock]
print(Vector4i(10, -20, 30, -40) % Vector4i(7, 8, 9, 10)) # Prints "(3, -4, 3, 0)"
[/codeblock]
</description>
</operator>
<operator name="operator %">
<return type="Vector4i" />
<param index="0" name="right" type="int" />
<description>
Gets the remainder of each component of the [Vector4i] with the the given [int]. This operation uses truncated division, which is often not desired as it does not work well with negative numbers. Consider using [method @GlobalScope.posmod] instead if you want to handle negative numbers.
[codeblock]
print(Vector4i(10, -20, 30, -40) % 7) # Prints "(3, -6, 2, -5)"
[/codeblock]
</description>
</operator>
<operator name="operator *">
<return type="Vector4i" />
<param index="0" name="right" type="Vector4i" />
<description>
Multiplies each component of the [Vector4i] by the components of the given [Vector4i].
[codeblock]
print(Vector4i(10, 20, 30, 40) * Vector4i(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 [Vector4i] by the given [float].
Returns a Vector4 value due to floating-point operations.
[codeblock]
print(Vector4i(10, 20, 30, 40) * 2) # Prints "(20, 40, 60, 80)"
[/codeblock]
</description>
</operator>
<operator name="operator *">
<return type="Vector4i" />
<param index="0" name="right" type="int" />
<description>
Multiplies each component of the [Vector4i] by the given [int].
</description>
</operator>
<operator name="operator +">
<return type="Vector4i" />
<param index="0" name="right" type="Vector4i" />
<description>
Adds each component of the [Vector4i] by the components of the given [Vector4i].
[codeblock]
print(Vector4i(10, 20, 30, 40) + Vector4i(3, 4, 5, 6)) # Prints "(13, 24, 35, 46)"
[/codeblock]
</description>
</operator>
<operator name="operator -">
<return type="Vector4i" />
<param index="0" name="right" type="Vector4i" />
<description>
Subtracts each component of the [Vector4i] by the components of the given [Vector4i].
[codeblock]
print(Vector4i(10, 20, 30, 40) - Vector4i(3, 4, 5, 6)) # Prints "(7, 16, 25, 34)"
[/codeblock]
</description>
</operator>
<operator name="operator /">
<return type="Vector4i" />
<param index="0" name="right" type="Vector4i" />
<description>
Divides each component of the [Vector4i] by the components of the given [Vector4i].
[codeblock]
print(Vector4i(10, 20, 30, 40) / Vector4i(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 [Vector4i] by the given [float].
Returns a Vector4 value due to floating-point operations.
[codeblock]
print(Vector4i(10, 20, 30, 40) / 2 # Prints "(5, 10, 15, 20)"
[/codeblock]
</description>
</operator>
<operator name="operator /">
<return type="Vector4i" />
<param index="0" name="right" type="int" />
<description>
Divides each component of the [Vector4i] by the given [int].
</description>
</operator>
<operator name="operator &lt;">
<return type="bool" />
<param index="0" name="right" type="Vector4i" />
<description>
Compares two [Vector4i] 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="Vector4i" />
<description>
Compares two [Vector4i] 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="Vector4i" />
<description>
Returns [code]true[/code] if the vectors are exactly equal.
</description>
</operator>
<operator name="operator &gt;">
<return type="bool" />
<param index="0" name="right" type="Vector4i" />
<description>
Compares two [Vector4i] 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="Vector4i" />
<description>
Compares two [Vector4i] 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="int" />
<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="Vector4i" />
<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="Vector4i" />
<description>
Returns the negative value of the [Vector4i]. This is the same as writing [code]Vector4i(-v.x, -v.y, -v.z, -v.w)[/code]. This operation flips the direction of the vector while keeping the same magnitude.
</description>
</operator>
</operators>
</class>