Representation of four-dimensional vectors.
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.
x |
X component of the vector. |
y |
Y component of the vector. |
z |
Z component of the vector. |
w |
W component of the vector. |
this [int index] |
Access the x, y, z, w components using [0], [1], [2], [3] respectively. |
normalized |
Returns this vector with a magnitude of 1 (Read Only). |
magnitude |
Returns the length of this vector (Read Only). |
sqrMagnitude |
Returns the squared length of this vector (Read Only). |
Vector4 |
Creates a new vector with given x, y, z, w components. |
Set |
Set x, y, z and w components of an existing Vector4. |
Scale |
Multiplies every component of this vector by the same component of scale. |
Normalize |
Makes this vector have a magnitude of 1. |
ToString |
Returns a nicely formatted string for this vector. |
zero |
Shorthand for writing Vector4(0,0,0,0) |
one |
Shorthand for writing Vector4(1,1,1,1) |
Lerp |
Linearly interpolates between two vectors. |
MoveTowards |
Moves a point current towards target. |
Scale |
Multiplies two vectors component-wise. |
Dot |
Dot Product of two vectors. |
Project |
Projects a vector onto another vector. |
Distance |
Returns the distance between a and b. |
Min |
Returns a vector that is made from the smallest components of two vectors. |
Max |
Returns a vector that is made from the largest components of two vectors. |
operator + |
Adds two vectors. |
operator - |
Subtracts one vector from another. |
operator * |
Multiplies a vector by a number. |
operator / |
Divides a vector by a number. |
operator == |
Returns true if the vectors are equal. |
operator != |
Returns true if vectors different. |
operator Vector4 |
Converts a Vector3 to a Vector4. |
operator Vector3 |
Converts a Vector4 to a Vector3. |
operator Vector4 |
Converts a Vector2 to a Vector4. |
operator Vector2 |
Converts a Vector4 to a Vector2. |