A 4D vector using floating-point coordinates. A 4-element structure that can be used to represent 4D coordinates or any other quadruplet of numeric values. It uses floating-point coordinates. By default, these floating-point values use 32-bit precision, unlike [float] which is always 64-bit. If double precision is needed, compile the engine with the option [code]precision=double[/code]. See [Vector4i] for its integer counterpart. [b]Note:[/b] In a boolean context, a Vector4 will evaluate to [code]false[/code] if it's equal to [code]Vector4(0, 0, 0, 0)[/code]. Otherwise, a Vector4 will always evaluate to [code]true[/code]. Constructs a default-initialized [Vector4] with all components set to [code]0[/code]. Constructs a [Vector4] as a copy of the given [Vector4]. Constructs a new [Vector4] from the given [Vector4i]. Returns a [Vector4] with the given components. Returns a new vector with all components in absolute values (i.e. positive). Returns a new vector with all components rounded up (towards positive infinity). Returns a new vector with all components clamped between the components of [param min] and [param max], by running [method @GlobalScope.clamp] on each component. Returns a new vector with all components clamped between [param min] and [param max], by running [method @GlobalScope.clamp] on each component. Performs a cubic interpolation between this vector and [param b] using [param pre_a] and [param post_b] as handles, and returns the result at position [param weight]. [param weight] is on the range of 0.0 to 1.0, representing the amount of interpolation. Performs a cubic interpolation between this vector and [param b] using [param pre_a] and [param post_b] as handles, and returns the result at position [param weight]. [param weight] is on the range of 0.0 to 1.0, representing the amount of interpolation. It can perform smoother interpolation than [method cubic_interpolate] by the time values. Returns the normalized vector pointing from this vector to [param to]. This is equivalent to using [code](b - a).normalized()[/code]. Returns the squared distance between this vector and [param to]. This method runs faster than [method distance_to], so prefer it if you need to compare vectors or need the squared distance for some formula. Returns the distance between this vector and [param to]. Returns the dot product of this vector and [param with]. Returns a new vector with all components rounded down (towards negative infinity). Returns the inverse of the vector. This is the same as [code]Vector4(1.0 / v.x, 1.0 / v.y, 1.0 / v.z, 1.0 / v.w)[/code]. Returns [code]true[/code] if this vector and [param to] are approximately equal, by running [method @GlobalScope.is_equal_approx] on each component. Returns [code]true[/code] if this vector is finite, by calling [method @GlobalScope.is_finite] on each component. Returns [code]true[/code] if the vector is normalized, i.e. its length is approximately equal to 1. Returns [code]true[/code] if this vector's values are approximately zero, by running [method @GlobalScope.is_zero_approx] on each component. This method is faster than using [method is_equal_approx] with one value as a zero vector. Returns the length (magnitude) of this vector. Returns the squared length (squared magnitude) of this vector. This method runs faster than [method length], so prefer it if you need to compare vectors or need the squared distance for some formula. Returns the result of the linear interpolation between this vector and [param to] by amount [param weight]. [param weight] is on the range of [code]0.0[/code] to [code]1.0[/code], representing the amount of interpolation. Returns the component-wise maximum of this and [param with], equivalent to [code]Vector4(maxf(x, with.x), maxf(y, with.y), maxf(z, with.z), maxf(w, with.w))[/code]. Returns the axis of the vector's highest value. See [code]AXIS_*[/code] constants. If all components are equal, this method returns [constant AXIS_X]. Returns the component-wise maximum of this and [param with], equivalent to [code]Vector4(maxf(x, with), maxf(y, with), maxf(z, with), maxf(w, with))[/code]. Returns the component-wise minimum of this and [param with], equivalent to [code]Vector4(minf(x, with.x), minf(y, with.y), minf(z, with.z), minf(w, with.w))[/code]. Returns the axis of the vector's lowest value. See [code]AXIS_*[/code] constants. If all components are equal, this method returns [constant AXIS_W]. Returns the component-wise minimum of this and [param with], equivalent to [code]Vector4(minf(x, with), minf(y, with), minf(z, with), minf(w, with))[/code]. Returns the result of scaling the vector to unit length. Equivalent to [code]v / v.length()[/code]. See also [method is_normalized]. [b]Note:[/b] This function may return incorrect values if the input vector length is near zero. Returns a vector composed of the [method @GlobalScope.fposmod] of this vector's components and [param mod]. Returns a vector composed of the [method @GlobalScope.fposmod] of this vector's components and [param modv]'s components. Returns a new vector with all components rounded to the nearest integer, with halfway cases rounded away from zero. Returns a new vector with each component set to [code]1.0[/code] if it's positive, [code]-1.0[/code] if it's negative, and [code]0.0[/code] if it's zero. The result is identical to calling [method @GlobalScope.sign] on each component. Returns a new vector with each component snapped to the nearest multiple of the corresponding component in [param step]. This can also be used to round the components to an arbitrary number of decimals. Returns a new vector with each component snapped to the nearest multiple of [param step]. This can also be used to round the components to an arbitrary number of decimals. The vector's W component. Also accessible by using the index position [code][3][/code]. The vector's X component. Also accessible by using the index position [code][0][/code]. The vector's Y component. Also accessible by using the index position [code][1][/code]. The vector's Z component. Also accessible by using the index position [code][2][/code]. Enumerated value for the X axis. Returned by [method max_axis_index] and [method min_axis_index]. Enumerated value for the Y axis. Returned by [method max_axis_index] and [method min_axis_index]. Enumerated value for the Z axis. Returned by [method max_axis_index] and [method min_axis_index]. Enumerated value for the W axis. Returned by [method max_axis_index] and [method min_axis_index]. Zero vector, a vector with all components set to [code]0[/code]. One vector, a vector with all components set to [code]1[/code]. Infinity vector, a vector with all components set to [constant @GDScript.INF]. Returns [code]true[/code] if the vectors are not equal. [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable. [b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included. Transforms (multiplies) the [Vector4] by the transpose of the given [Projection] matrix. For transforming by inverse of a projection [code]projection.inverse() * vector[/code] can be used instead. See [method Projection.inverse]. Multiplies each component of the [Vector4] by the components of the given [Vector4]. [codeblock] print(Vector4(10, 20, 30, 40) * Vector4(3, 4, 5, 6)) # Prints "(30, 80, 150, 240)" [/codeblock] Multiplies each component of the [Vector4] by the given [float]. [codeblock] print(Vector4(10, 20, 30, 40) * 2) # Prints "(20, 40, 60, 80)" [/codeblock] Multiplies each component of the [Vector4] by the given [int]. Adds each component of the [Vector4] by the components of the given [Vector4]. [codeblock] print(Vector4(10, 20, 30, 40) + Vector4(3, 4, 5, 6)) # Prints "(13, 24, 35, 46)" [/codeblock] Subtracts each component of the [Vector4] by the components of the given [Vector4]. [codeblock] print(Vector4(10, 20, 30, 40) - Vector4(3, 4, 5, 6)) # Prints "(7, 16, 25, 34)" [/codeblock] Divides each component of the [Vector4] by the components of the given [Vector4]. [codeblock] print(Vector4(10, 20, 30, 40) / Vector4(2, 5, 3, 4)) # Prints "(5, 4, 10, 10)" [/codeblock] Divides each component of the [Vector4] by the given [float]. [codeblock] print(Vector4(10, 20, 30, 40) / 2 # Prints "(5, 10, 15, 20)" [/codeblock] Divides each component of the [Vector4] by the given [int]. Compares two [Vector4] vectors by first checking if the X value of the left vector is less than the X value of the [param right] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, Z values of the two vectors, and then with the W values. This operator is useful for sorting vectors. [b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included. Compares two [Vector4] vectors by first checking if the X value of the left vector is less than or equal to the X value of the [param right] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, Z values of the two vectors, and then with the W values. This operator is useful for sorting vectors. [b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included. Returns [code]true[/code] if the vectors are exactly equal. [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable. [b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included. Compares two [Vector4] vectors by first checking if the X value of the left vector is greater than the X value of the [param right] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, Z values of the two vectors, and then with the W values. This operator is useful for sorting vectors. [b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included. Compares two [Vector4] vectors by first checking if the X value of the left vector is greater than or equal to the X value of the [param right] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, Z values of the two vectors, and then with the W values. This operator is useful for sorting vectors. [b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included. Access vector components using their [param index]. [code]v[0][/code] is equivalent to [code]v.x[/code], [code]v[1][/code] is equivalent to [code]v.y[/code], [code]v[2][/code] is equivalent to [code]v.z[/code], and [code]v[3][/code] is equivalent to [code]v.w[/code]. Returns the same value as if the [code]+[/code] was not there. Unary [code]+[/code] does nothing, but sometimes it can make your code more readable. Returns the negative value of the [Vector4]. This is the same as writing [code]Vector4(-v.x, -v.y, -v.z, -v.w)[/code]. This operation flips the direction of the vector while keeping the same magnitude. With floats, the number zero can be either positive or negative.