Struct godot::prelude::Vector4

#[repr(C)]
pub struct Vector4 { pub x: f32, pub y: f32, pub z: f32, pub w: f32, }
Expand description

Vector used for 4D math using floating point coordinates.

4-element structure that can be used to represent any quadruplet of numeric values.

It uses floating-point coordinates of 32-bit precision, unlike the engine’s float type which is always 64-bit. The engine can be compiled with the option precision=double to use 64-bit vectors; use the gdext library with the double-precision feature in that case.

See Vector4i for its integer counterpart.

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§x: f32

The vector’s X component.

§y: f32

The vector’s Y component.

§z: f32

The vector’s Z component.

§w: f32

The vector’s W component.

Implementations§

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impl Vector4

pub fn abs(self) -> Vector4

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

pub fn coord_min(self, other: Vector4) -> Vector4

Returns a new vector containing the minimum of the two vectors, component-wise.

pub fn coord_max(self, other: Vector4) -> Vector4

Returns a new vector containing the maximum of the two vectors, component-wise.

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impl Vector4

pub fn length(self) -> f32

Returns the length (magnitude) of this vector.

pub fn normalized(self) -> Vector4

Returns the vector scaled to unit length. Equivalent to self / self.length(). See also is_normalized().

If the vector is zero, the result is also zero.

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impl Vector4

pub fn lerp(self, other: Vector4, weight: f32) -> Vector4

pub fn bezier_derivative( self, control_1: Vector4, control_2: Vector4, end: Vector4, t: f32 ) -> Vector4

pub fn bezier_interpolate( self, control_1: Vector4, control_2: Vector4, end: Vector4, t: f32 ) -> Vector4

pub fn cubic_interpolate( self, b: Vector4, pre_a: Vector4, post_b: Vector4, weight: f32 ) -> Vector4

pub fn cubic_interpolate_in_time( self, b: Vector4, pre_a: Vector4, post_b: Vector4, weight: f32, b_t: f32, pre_a_t: f32, post_b_t: f32 ) -> Vector4

pub fn is_zero_approx(self) -> bool

pub fn posmod(self, pmod: f32) -> Vector4

pub fn posmodv(self, modv: Vector4) -> Vector4

pub fn sign(self) -> Vector4

pub fn snapped(self, step: Vector4) -> Vector4

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impl Vector4

pub const fn new(x: f32, y: f32, z: f32, w: f32) -> Vector4

Returns a Vector4 with the given components.

pub const fn splat(v: f32) -> Vector4

Returns a new Vector4 with all components set to v.

pub const fn from_vector4i(v: Vector4i) -> Vector4

Constructs a new Vector3 from a Vector3i.

pub const ZERO: Vector4 = _

Zero vector, a vector with all components set to 0.0.

pub const ONE: Vector4 = _

One vector, a vector with all components set to 1.0.

pub const INF: Vector4 = _

Infinity vector, a vector with all components set to real::INFINITY.

pub fn coords(&self) -> (f32, f32, f32, f32)

Trait Implementations§

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impl Add for Vector4

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type Output = Vector4

The resulting type after applying the + operator.
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fn add(self, rhs: Vector4) -> <Vector4 as Add>::Output

Performs the + operation. Read more
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impl AddAssign for Vector4

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fn add_assign(&mut self, rhs: Vector4)

Performs the += operation. Read more
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impl ApproxEq for Vector4

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fn approx_eq(&self, other: &Vector4) -> bool

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impl Clone for Vector4

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fn clone(&self) -> Vector4

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for Vector4

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl Default for Vector4

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fn default() -> Vector4

Returns the “default value” for a type. Read more
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impl Display for Vector4

Formats the vector like Godot: (x, y, z, w).

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl Div<f32> for Vector4

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type Output = Vector4

The resulting type after applying the / operator.
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fn div(self, rhs: f32) -> <Vector4 as Div<f32>>::Output

Performs the / operation. Read more
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impl Div for Vector4

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type Output = Vector4

The resulting type after applying the / operator.
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fn div(self, rhs: Vector4) -> <Vector4 as Div>::Output

Performs the / operation. Read more
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impl DivAssign<f32> for Vector4

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fn div_assign(&mut self, rhs: f32)

Performs the /= operation. Read more
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impl DivAssign for Vector4

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fn div_assign(&mut self, rhs: Vector4)

Performs the /= operation. Read more
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impl Export for Vector4

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fn default_export_info() -> PropertyHintInfo

The export info to use for an exported field of this type, if no other export info is specified.
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impl Extend<Vector4> for PackedVector4Array

Extends aPackedVector4Array with the contents of an iterator

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fn extend<I>(&mut self, iter: I)
where I: IntoIterator<Item = Vector4>,

Extends a collection with the contents of an iterator. Read more
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fn extend_one(&mut self, item: A)

🔬This is a nightly-only experimental API. (extend_one)
Extends a collection with exactly one element.
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fn extend_reserve(&mut self, additional: usize)

🔬This is a nightly-only experimental API. (extend_one)
Reserves capacity in a collection for the given number of additional elements. Read more
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impl FromGodot for Vector4

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fn try_from_godot( via: <Vector4 as GodotConvert>::Via ) -> Result<Vector4, ConvertError>

Performs the conversion.
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fn from_godot(via: Self::Via) -> Self

⚠️ Performs the conversion. Read more
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fn try_from_variant(variant: &Variant) -> Result<Self, ConvertError>

Performs the conversion from a Variant.
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fn from_variant(variant: &Variant) -> Self

⚠️ Performs the conversion from a Variant. Read more
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impl FromIterator<Vector4> for PackedVector4Array

Creates a PackedVector4Array from an iterator.

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fn from_iter<I>(iter: I) -> PackedVector4Array
where I: IntoIterator<Item = Vector4>,

Creates a value from an iterator. Read more
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impl GodotConvert for Vector4

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type Via = Vector4

The type through which Self is represented in Godot.
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impl Index<Vector4Axis> for Vector4

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type Output = f32

The returned type after indexing.
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fn index(&self, axis: Vector4Axis) -> &f32

Performs the indexing (container[index]) operation. Read more
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impl IndexMut<Vector4Axis> for Vector4

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fn index_mut(&mut self, axis: Vector4Axis) -> &mut f32

Performs the mutable indexing (container[index]) operation. Read more
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impl Mul<Vector4> for Projection

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type Output = Vector4

The resulting type after applying the * operator.
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fn mul(self, rhs: Vector4) -> <Projection as Mul<Vector4>>::Output

Performs the * operation. Read more
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impl Mul<f32> for Vector4

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type Output = Vector4

The resulting type after applying the * operator.
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fn mul(self, rhs: f32) -> <Vector4 as Mul<f32>>::Output

Performs the * operation. Read more
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impl Mul for Vector4

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type Output = Vector4

The resulting type after applying the * operator.
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fn mul(self, rhs: Vector4) -> <Vector4 as Mul>::Output

Performs the * operation. Read more
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impl MulAssign<f32> for Vector4

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fn mul_assign(&mut self, rhs: f32)

Performs the *= operation. Read more
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impl MulAssign for Vector4

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fn mul_assign(&mut self, rhs: Vector4)

Performs the *= operation. Read more
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impl Neg for Vector4

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type Output = Vector4

The resulting type after applying the - operator.
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fn neg(self) -> <Vector4 as Neg>::Output

Performs the unary - operation. Read more
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impl PartialEq for Vector4

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fn eq(&self, other: &Vector4) -> bool

This method tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

This method tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl<'a> Product<&'a Vector4> for Vector4

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fn product<I>(iter: I) -> Vector4
where I: Iterator<Item = &'a Vector4>,

Element-wise product of all vectors in the iterator.

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impl Product for Vector4

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fn product<I>(iter: I) -> Vector4
where I: Iterator<Item = Vector4>,

Element-wise product of all vectors in the iterator.

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impl Sub for Vector4

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type Output = Vector4

The resulting type after applying the - operator.
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fn sub(self, rhs: Vector4) -> <Vector4 as Sub>::Output

Performs the - operation. Read more
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impl SubAssign for Vector4

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fn sub_assign(&mut self, rhs: Vector4)

Performs the -= operation. Read more
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impl<'a> Sum<&'a Vector4> for Vector4

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fn sum<I>(iter: I) -> Vector4
where I: Iterator<Item = &'a Vector4>,

Element-wise sum of all vectors in the iterator.

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impl Sum for Vector4

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fn sum<I>(iter: I) -> Vector4
where I: Iterator<Item = Vector4>,

Element-wise sum of all vectors in the iterator.

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impl ToGodot for Vector4

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fn to_godot(&self) -> <Vector4 as GodotConvert>::Via

Converts this type to the Godot type by reference, usually by cloning.
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fn into_godot(self) -> <Vector4 as GodotConvert>::Via

Converts this type to the Godot type. Read more
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fn to_variant(&self) -> Variant

Converts this type to a Variant.
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impl TypeStringHint for Vector4

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fn type_string() -> String

Returns the representation of this type as a type string. Read more
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impl Var for Vector4

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impl ArrayElement for Vector4

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impl Copy for Vector4

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impl GodotType for Vector4

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impl StructuralPartialEq for Vector4

Auto Trait Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> ToOwned for T
where T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
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fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T> ToString for T
where T: Display + ?Sized,

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default fn to_string(&self) -> String

Converts the given value to a String. Read more
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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.