Vector4
Representation of four-dimensional vectors.
Check out Unity Vector4.
Members
Properties
Name | Description |
---|---|
Vector4 .magnitude | Returns the length of this vector (Read Only). |
Vector4 .normalized | Returns this vector with a magnitude of 1 (Read Only). |
Vector4 .sqrMagnitude | Returns the squared length of this vector (Read Only). |
Vector4 .w | W component of the vector. |
Vector4 .x | X component of the vector. |
Vector4 .y | Y component of the vector. |
Vector4 .z | Z component of the vector. |
Static Properties
Name | Description |
---|---|
Vector4 .negativeInfinity | Shorthand for writing Vector4(-1.#INF,-1.#INF,-1.#INF,-1.#INF) . |
Vector4 .one | Shorthand for writing Vector4(1,1,1,1) . |
Vector4 .positiveInfinity | Shorthand for writing Vector4(#INF,#INF,#INF,#INF) . |
Vector4 .zero | Shorthand for writing Vector4(0,0,0,0) . |
Constructor
Name | Description |
---|---|
[Vector4(x, y, z, w) ](./Vector4 Constructor.md) | Creates a new vector with given x, y, z, w components. |
Methods
Name | Description |
---|---|
Vector4 .Normalize() | Makes this vector have a magnitude of 1. |
Vector4 .Set(newX, newY, newZ, newW) | Set x, y, z and w components of an existing Vector4. |
Static Methods
Name | Description |
---|---|
Vector4 .Distance(a, b) | Returns the distance between a and b. |
Vector4 .Dot(a, b) | Dot Product of two vectors. |
Vector4 .Lerp(a, b, t) | Linearly interpolates between two vectors. |
Vector4 .LerpUnclamped(a, b, t) | Linearly interpolates between two vectors. |
Vector4 .Max(lhs, rhs) | Returns a vector that is made from the largest components of two vectors. |
Vector4 .Min( lhs, rhs) | Returns a vector that is made from the smallest components of two vectors. |
Vector4 .MoveTowards(current, target, maxDistanceDelta) | Moves a point current towards target . |
Vector4 .Project(a, b) | Projects a vector onto another vector. |
Vector4 .Scale(a, b) | Multiplies two vectors component-wise. |
Operators
Name | Description |
---|---|
Operator (Vector4-Vector4) | Subtracts one vector from another. |
| Unary Operator (-Vector4) | Negates a vector. Each component in the result is negated. |
| Operator (Vector4*number) | Multiplies a vector by a number. |
| Operator (number*Vector4) | Multiplies a vector by a number. |
| Operator (Vector4/number) | Divides a vector by a number. |
| Operator (Vector4+Vector4) | Adds two vectors. Adds corresponding components together. |
| Operator (Vector4==Vector4) | Returns true if two vectors are approximately equal. To allow for floating point inaccuracies, the two vectors are considered equal if the magnitude of their difference is less than 1e-5. |
| Implicit Cast Operator (Vector3) | Converts a Vector4 to a Vector3. |
| Implicit Cast Operator (Vector2) | Converts a Vector4 to a Vector2. |
Extra Detail
This structure is used in some places to represent four component vectors (e.g. mesh tangents, parameters for shaders). In the majority of other cases a Vector3 is used.