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