Vec4_d (struct)

The Vec4_d type represents a vector with 4 components. The Vec4_d is also used as the row type for the Mat44.

注釈

Vec4_d utilizes the KL ベクタ関数

参考

Vec2, Vec3_d

/*
** Example: Vec4_d
*/

Vec4_d v(0.0, 0.0, 0.0, 0.0);

Vec4_d Vec4_d Vec4_d

Members

Float64 x  
Float64 y  
Float64 z  
Float64 t  

Methods

  Vec4_d ( in Float64 value )
  Vec4_d ( in Float64 x, in Float64 y, in Float64 z, in Float64 t )
  Vec4_d ( in Vec4_d other )
  Vec4_d ()
Vec4_d add ? ( in Vec4_d other )
Boolean almostEqual ? ( in Vec4_d other )
Boolean almostEqual ? ( in Vec4_d other, in Float64 precision )
Float64 angleTo ? ( in Vec4_d other )
Vec4_d clamp ? ( in Vec4_d min, in Vec4_d max )
Vec4_d clone ? ()
Float64 component ? ( in Size i )
Float64 distanceTo ? ( in Vec4_d other )
Vec4_d divide ? ( in Vec4_d other )
Vec4_d divideFloat64 ? ( in Float64 other )
Float64 dot ? ( in Vec4_d other )
Boolean equal ? ( in Vec4_d other )
  get ? ( io Float32 v<> )
  get ? ( io Float32 v<>, in UInt32 o )
  get ? ( io Float32 v[] )
  get ? ( io Float32 v[], in UInt32 o )
  get ? ( io Float64 v<> )
  get ? ( io Float64 v<>, in UInt32 o )
  get ? ( io Float64 v[] )
  get ? ( io Float64 v[], in UInt32 o )
UInt32 hash ? ()
Vec4_d inverse ? ()
Float64 length ? ()
Float64 lengthSquared ? ()
Vec4_d linearInterpolate ? ( in Vec4_d other, in Float64 t )
Vec3_d makeHomogeneousVec3_d ? ()
Vec4_d multiply ? ( in Vec4_d other )
Vec4_d multiplyFloat64 ? ( in Float64 other )
Vec4_d negate ? ()
  normalize ! ()
  set ! ( in Float32 v<> )
  set ! ( in Float32 v<>, in UInt32 o )
  set ! ( in Float64 v<> )
  set ! ( in Float64 v<>, in UInt32 o )
  set ! ( in Float64 value )
  set ! ( in Float64 x, in Float64 y, in Float64 z, in Float64 t )
  set ! ( in Vec3_d v )
  setComponent ! ( in Size i, in Float64 v )
  setNull ! ()
Float64 setUnit ! ()
Vec4_d subtract ? ( in Vec4_d other )
Vec3_d toVec3_d ? ()
Vec4_d unit ? ()
Float64 unitsAngleTo ? ( in Vec4_d other )
Vec3_d xyz ? ()

Operators

Vec4_d = ( Param other )

Methods in detail

Vec4_d ( in Float64 value )

Constructor with same scalar for all components


Vec4_d ( in Float64 x, in Float64 y, in Float64 z, in Float64 t )

Constructor from scalar components


Vec4_d ( in Vec4_d other )

copy constructor


Vec4_d ()

Default constructor


Vec4_d Vec4_d.add? ( in Vec4_d other )

Overload method for the add operator


Boolean Vec4_d.almostEqual? ( in Vec4_d other )

Returns true if this vector is the same as another one (using a default precision)


Boolean Vec4_d.almostEqual? ( in Vec4_d other, in Float64 precision )

Returns true if this vector is the same as another one (given a precision)


Float64 Vec4_d.angleTo? ( in Vec4_d other )

Returns the angle (in radians) of this vector to the given vector


Vec4_d Vec4_d.clamp? ( in Vec4_d min, in Vec4_d max )

clamps this vector per component by a min and max vector


Vec4_d Vec4_d.clone? ()

clone method


Float64 Vec4_d.component? ( in Size i )

Returns the component of this vector by index


Float64 Vec4_d.distanceTo? ( in Vec4_d other )

Returns the distance of this vector to the given vector


Vec4_d Vec4_d.divide? ( in Vec4_d other )

Overload method for the divide operator


Vec4_d Vec4_d.divideFloat64? ( in Float64 other )

Returns the division of this vector and a scalar


Float64 Vec4_d.dot? ( in Vec4_d other )

Returns the dot product of this vector and another one


Boolean Vec4_d.equal? ( in Vec4_d other )

Returns true if this vector is the same as another one


Vec4_d.get? ( io Float32 v<> )

Getter as external float32 array


Vec4_d.get? ( io Float32 v<>, in UInt32 o )

Getter as external float32 array and an offset


Vec4_d.get? ( io Float32 v[] )

Getter as float32 array


Vec4_d.get? ( io Float32 v[], in UInt32 o )

Getter as float32 array and an offset


Vec4_d.get? ( io Float64 v<> )

Getter as external float64 array


Vec4_d.get? ( io Float64 v<>, in UInt32 o )

Getter as external float64 array and an offset


Vec4_d.get? ( io Float64 v[] )

Getter as float64 array


Vec4_d.get? ( io Float64 v[], in UInt32 o )

Getter as float64 array and an offset


UInt32 Vec4_d.hash? ()

Hash for this value


Vec4_d Vec4_d.inverse? ()

Returns the inversed version of this vector


Float64 Vec4_d.length? ()

Returns the length of this vector


Float64 Vec4_d.lengthSquared? ()

Returns the squared length of this vector


Vec4_d Vec4_d.linearInterpolate? ( in Vec4_d other, in Float64 t )

Linearly interpolates this vector with the given vector based on a scalar blend value (0.0 to 1.0)


Vec3_d Vec4_d.makeHomogeneousVec3_d? ()

Returns a homogeneous Vec3_d


Vec4_d Vec4_d.multiply? ( in Vec4_d other )

Overload method for the multiply operator


Vec4_d Vec4_d.multiplyFloat64? ( in Float64 other )

Returns the product of this vector and a scalar


Vec4_d Vec4_d.negate? ()

Returns the negated version of this vector


Vec4_d.normalize! ()


Vec4_d.set! ( in Float32 v<> )

Setter from (standard/external) float32 array


Vec4_d.set! ( in Float32 v<>, in UInt32 o )

Setter from (standard/external) float32 array and an offset


Vec4_d.set! ( in Float64 v<> )

Setter from (standard/external) float64 array


Vec4_d.set! ( in Float64 v<>, in UInt32 o )

Setter from (standard/external) float64 array and an offset


Vec4_d.set! ( in Float64 value )

Setter from same scalar for all components


Vec4_d.set! ( in Float64 x, in Float64 y, in Float64 z, in Float64 t )

Setter from scalar components


Vec4_d.set! ( in Vec3_d v )

Setter from a Vec3_d (t = 1.0)


Vec4_d.setComponent! ( in Size i, in Float64 v )

Sets the component of this vector by index


Vec4_d.setNull! ()

Sets all components of this vec to 0.0


Float64 Vec4_d.setUnit! ()

Sets this vector to its unit vector and returns its previous length


Vec4_d Vec4_d.subtract? ( in Vec4_d other )

Overload method for the subtract operator


Vec3_d Vec4_d.toVec3_d? ()

Returns the X, Y and Z components as Vec3_d


Vec4_d Vec4_d.unit? ()

Returns the unit vector of this one


Float64 Vec4_d.unitsAngleTo? ( in Vec4_d other )

Returns the angle (in radians) of this vector to the given vector

注釈

expects both vectors to be units (else use angleTo)


Vec3_d Vec4_d.xyz? ()

Returns a Vec3_d containing the X, Y and Z components.

Operators in detail

Vec4_d = ( Param other )

Adds a vector to this one