Keyboard shortcuts

Press or to navigate between chapters

Press S or / to search in the book

Press ? to show this help

Press Esc to hide this help

Vector4

Add this in your code:

#include <engine/math/vector4.h>

Description

Contains 4D coordinates.

Variables


NameTypeDescription
xfloatThe x component of the vector
yfloatThe y component of the vector
zfloatThe z component of the vector
wfloatThe w component of the vector

Constructors

Vector4

Empty vector.

Vector4()

Code sample:

Vector4 vec = Vector4();
// X = Y = Z = W = 0.0f

Vector4 (X,Y,Z,W)

Parameters:

  • x: X value
  • y: Y value
  • z: Z value
  • w: W value
Vector4(float x, float y, float z,  float w)

Code sample:

Vector4 vec = Vector4(1.0f, 2.0f, 3.0f, 4.0f);

Vector4 (Single value)

Fill the vector with a single value.

Parameters:

  • fillValue: Fill value
Vector4(float fillValue)

Code sample:

Vector4 vec = Vector4(1.0f);
// X = Y = Z = W = 1.0f

Vector4 (Vector3)

Parameters:

  • vect: 3D vector
Vector4(const Vector3& vect)

Code sample:

Vector3 vec3 = Vector3(1.0f, 2.0f, 3.0f);
Vector4 vec = Vector4(vec3);
// X = 1.0f
// Y = 2.0f
// Z = 3.0f
// W = 0.0f

Vector4 (Vector2)

Parameters:

  • vect: 2D vector
Vector4(const Vector2& vect)

Code sample:

Vector2 vec2 = Vector2(1.0f, 2.0f);
Vector4 vec = Vector4(vec2);
// X = 1.0f
// Y = 2.0f
// Z = 0.0f
// W = 0.0f

Vector4 (Vector2Int)

Parameters:

  • vect: 2D integer vector
Vector4(const Vector2Int& vect)

Code sample:

Vector2Int vec2int = Vector2Int(1, 2);
Vector4 vec = Vector4(vec2int);
// X = 1.0f
// Y = 2.0f
// Z = 0.0f
// W = 0.0f

Public methods

Max

Get the biggest value of the vector.

float Max()

Code sample:

Vector4 vec = Vector4(1.0f, 3.0f, 4.0f, 2.0f);
float maxValue = vec.Max(); // = 4.0f

Min

Get the smallest value of the vector.

float Min()

Code sample:

Vector4 vec = Vector4(1.0f, 3.0f, 4.0f, 2.0f);
float maxValue = vec.Min(); // = 1.0f

Normalized

Get a copy of this vector with a magnitude of 1 (Does not change vector values).

Vector4 Normalized() const

Code sample:

Vector4 vec = Vector4(1.0f, 2.0f, 3.0f, 4.0f);
Vector4 normalizedVec = vec.Normalized();

Normalize

Makes this vector have a magnitude of 1 (Changes vector values).

Vector4 Normalize()

Code sample:

Vector4 vec = Vector4(1.0f, 2.0f, 3.0f, 4.0f);
vec.Normalize();

Magnitude

Get the length of this vector.

float Magnitude() const

Code sample:

Vector4 vec = Vector4(1.0f, 2.0f, 3.0f, 4.0f);
float magnitude vec.Magnitude();

SquaredMagnitude

Get the squared length of this vector.

float SquaredMagnitude() const

Code sample:

Vector4 vec = Vector4(1.0f, 2.0f, 3.0f, 4.0f);
float squaredMagnitude vec.SquaredMagnitude();

HasInvalidValues

Return True is the vector has invalid values (NaN or Inf).

bool HasInvalidValues() const

Code sample:

Vector4 vec = Vector4(std::nanf(""), std::numeric_limits<float>::infinity(), 3.0f, 4.0f); // This will raise an assert in debug to avoid using nan or inf values
bool valid = vec->HasInvalidValues();

ToString

Return a string representation of the vector like "{x:1.0, y:2.0, z:3.0, w:4.0}"

bool ToString() const

Code sample:

Vector4 vec = Vector4(1.0f, 2.0f, 3.0f, 4.0f);
Debug::Print(vec->ToString()); // Prints "{x:1.0, y:2.0, z:3.0, w:4.0}"

Static methods

Lerp

Linearly interpolates between vectors.

Parameters:

  • a: First vector
  • b: Second vector
  • t: Interpolation factor (0.0f to 1.0f)
Vector4 Lerp(const Vector4& a, const Vector4& b, const float t)

Code sample:

Vector4 a = Vector4(1.0f, 3.0f, 2.0f, 6.0f);
Vector4 b = Vector4(2.0f, 2.0f, 4.0f, 1.0f);
Vector4 mix = Vector4::Lerp(a, b, 0.5f); // Mix of A and B
Vector4 lerp0 = Vector4::Lerp(a, b, 0.0f); // Equals A
Vector4 lerp1 = Vector4::Lerp(a, b, 1.0f); // Equals B

Operators

Vector4 operator+(const Vector4& left, const Vector4& right)
Vector4 operator-(const Vector4& left, const Vector4& right)
Vector4 operator-(const Vector4& vec)
Vector4 operator*(const float value, const Vector4& vec)
Vector4 operator*(const Vector4& left, const Vector4& right)
Vector4 operator*(const Vector4& vec, const float value)
Vector4 operator/(const float value, const Vector4& vec)
Vector4 operator/(const Vector4& vec, const float value)
Vector4 operator/(const Vector4& left, const Vector4& right)
Vector4& operator+=(Vector4& vec, const float value)
Vector4& operator-=(Vector4& vec, const float value)
Vector4& operator*=(Vector4& vec, const float value)
Vector4& operator/=(Vector4& vec, const float value)
Vector4& operator+=(Vector4& vec, const Vector4& vecRight)
Vector4& operator-=(Vector4& vec, const Vector4& vecRight)
Vector4& operator*=(Vector4& vec, const Vector4& vecRight)
Vector4& operator/=(Vector4& vec, const Vector4& vecRight)
bool operator==(const Vector4& left, const Vector4& right)
bool operator!=(const Vector4& left, const Vector4& right)