Struct Vector4D

Namespace
Elegy.Common.Maths
Assembly
Elegy.Common.dll

4-element structure that can be used to represent positions in 4D space or any other pair of numeric values.

[Serializable]
public struct Vector4D : IEquatable<Vector4D>
Implements
Inherited Members
Extension Methods

Constructors

Vector4D(double, double, double, double)

Constructs a new Vector4D with the given components.

public Vector4D(double x, double y, double z, double w)

Parameters

x double

The vector's X component.

y double

The vector's Y component.

z double

The vector's Z component.

w double

The vector's W component.

Vector4D(float, float, float, float)

Constructs a new Vector4D with the given components.

public Vector4D(float x, float y, float z, float w)

Parameters

x float

The vector's X component.

y float

The vector's Y component.

z float

The vector's Z component.

w float

The vector's W component.

Fields

W

The vector's W component. Also accessible by using the index position [3].

public double W

Field Value

double

X

The vector's X component. Also accessible by using the index position [0].

public double X

Field Value

double

Y

The vector's Y component. Also accessible by using the index position [1].

public double Y

Field Value

double

Z

The vector's Z component. Also accessible by using the index position [2].

public double Z

Field Value

double

Properties

Inf

Infinity vector, a vector with all components set to PositiveInfinity.

public static Vector4D Inf { get; }

Property Value

Vector4D

Equivalent to new Vector4D(Math.Inf, Math.Inf, Math.Inf, Math.Inf).

this[int]

Access vector components using their index.

public double this[int index] { readonly get; set; }

Parameters

index int

Property Value

double

[0] is equivalent to X, [1] is equivalent to Y, [2] is equivalent to Z. [3] is equivalent to W.

Exceptions

ArgumentOutOfRangeException

index is not 0, 1, 2 or 3.

One

One vector, a vector with all components set to 1.

public static Vector4D One { get; }

Property Value

Vector4D

Equivalent to new Vector4D(1, 1, 1, 1).

UnitW

W-facing unit vector. (0 0 0 1)

public static Vector4D UnitW { get; }

Property Value

Vector4D

UnitX

X-facing unit vector. (1 0 0 0)

public static Vector4D UnitX { get; }

Property Value

Vector4D

UnitY

Y-facing unit vector. (0 1 0 0)

public static Vector4D UnitY { get; }

Property Value

Vector4D

UnitZ

Z-facing unit vector. (0 0 1 0)

public static Vector4D UnitZ { get; }

Property Value

Vector4D

Zero

Zero vector, a vector with all components set to 0.

public static Vector4D Zero { get; }

Property Value

Vector4D

Equivalent to new Vector4D(0, 0, 0, 0).

Methods

Abs()

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

public readonly Vector4D Abs()

Returns

Vector4D

A vector with Abs(double) called on each component.

Ceiling()

Returns a new vector with all components rounded up (towards positive infinity).

public readonly Vector4D Ceiling()

Returns

Vector4D

A vector with Ceiling(double) called on each component.

Clamp(Vector4D, Vector4D)

Returns a new vector with all components clamped between the components of min and max using Clamp(double, double, double).

public readonly Vector4D Clamp(Vector4D min, Vector4D max)

Parameters

min Vector4D

The vector with minimum allowed values.

max Vector4D

The vector with maximum allowed values.

Returns

Vector4D

The vector with all components clamped.

CubicInterpolate(Vector4D, Vector4D, Vector4D, double)

Performs a cubic interpolation between vectors preA, this vector, b, and postB, by the given amount weight.

public readonly Vector4D CubicInterpolate(Vector4D b, Vector4D preA, Vector4D postB, double weight)

Parameters

b Vector4D

The destination vector.

preA Vector4D

A vector before this vector.

postB Vector4D

A vector after b.

weight double

A value on the range of 0.0 to 1.0, representing the amount of interpolation.

Returns

Vector4D

The interpolated vector.

CubicInterpolateInTime(Vector4D, Vector4D, Vector4D, double, double, double, double)

Performs a cubic interpolation between vectors preA, this vector, b, and postB, by the given amount weight. It can perform smoother interpolation than CubicInterpolate(Vector4D, Vector4D, Vector4D, double) by the time values.

public readonly Vector4D CubicInterpolateInTime(Vector4D b, Vector4D preA, Vector4D postB, double weight, double t, double preAT, double postBT)

Parameters

b Vector4D

The destination vector.

preA Vector4D

A vector before this vector.

postB Vector4D

A vector after b.

weight double

A value on the range of 0.0 to 1.0, representing the amount of interpolation.

t double
preAT double
postBT double

Returns

Vector4D

The interpolated vector.

Deconstruct(out double, out double, out double, out double)

Helper method for deconstruction into a tuple.

public readonly void Deconstruct(out double x, out double y, out double z, out double w)

Parameters

x double
y double
z double
w double

DirectionTo(Vector4D)

Returns the normalized vector pointing from this vector to to.

public readonly Vector4D DirectionTo(Vector4D to)

Parameters

to Vector4D

The other vector to point towards.

Returns

Vector4D

The direction from this vector to to.

DistanceSquaredTo(Vector4D)

Returns the squared distance between this vector and to. This method runs faster than DistanceTo(Vector4D), so prefer it if you need to compare vectors or need the squared distance for some formula.

public readonly double DistanceSquaredTo(Vector4D to)

Parameters

to Vector4D

The other vector to use.

Returns

double

The squared distance between the two vectors.

DistanceTo(Vector4D)

Returns the distance between this vector and to.

public readonly double DistanceTo(Vector4D to)

Parameters

to Vector4D

The other vector to use.

Returns

double

The distance between the two vectors.

Dot(Vector4D)

Returns the dot product of this vector and with.

public readonly double Dot(Vector4D with)

Parameters

with Vector4D

The other vector to use.

Returns

double

The dot product of the two vectors.

Equals(Vector4D)

Returns true if the vectors are exactly equal. Note: Due to floating-point precision errors, consider using IsEqualApprox(Vector4D) instead, which is more reliable.

public readonly bool Equals(Vector4D other)

Parameters

other Vector4D

The other vector.

Returns

bool

Whether or not the vectors are exactly equal.

Equals(object?)

Returns true if the vector is exactly equal to the given object (obj). Note: Due to floating-point precision errors, consider using IsEqualApprox(Vector4D) instead, which is more reliable.

public override readonly bool Equals(object? obj)

Parameters

obj object

The object to compare with.

Returns

bool

Whether or not the vector and the object are equal.

Floor()

Returns a new vector with all components rounded down (towards negative infinity).

public readonly Vector4D Floor()

Returns

Vector4D

A vector with Floor(double) called on each component.

GetHashCode()

Serves as the hash function for Vector4D.

public override readonly int GetHashCode()

Returns

int

A hash code for this vector.

Inverse()

Returns the inverse of this vector. This is the same as new Vector4D(1 / v.X, 1 / v.Y, 1 / v.Z, 1 / v.W).

public readonly Vector4D Inverse()

Returns

Vector4D

The inverse of this vector.

IsEqualApprox(Vector4D)

Returns true if this vector and other are approximately equal, by running IsEqualApprox(double, double) on each component.

public readonly bool IsEqualApprox(Vector4D other)

Parameters

other Vector4D

The other vector to compare.

Returns

bool

Whether or not the vectors are approximately equal.

IsFinite()

Returns true if this vector is finite, by calling IsFinite(double) on each component.

public readonly bool IsFinite()

Returns

bool

Whether this vector is finite or not.

IsNormalized()

Returns true if the vector is normalized, and false otherwise.

public readonly bool IsNormalized()

Returns

bool

A bool indicating whether or not the vector is normalized.

IsZeroApprox()

Returns true if this vector's values are approximately zero, by running IsZeroApprox(double) on each component. This method is faster than using IsEqualApprox(Vector4D) with one value as a zero vector.

public readonly bool IsZeroApprox()

Returns

bool

Whether or not the vector is approximately zero.

Length()

Returns the length (magnitude) of this vector.

public readonly double Length()

Returns

double

The length of this vector.

See Also

LengthSquared()

Returns the squared length (squared magnitude) of this vector. This method runs faster than Length(), so prefer it if you need to compare vectors or need the squared length for some formula.

public readonly double LengthSquared()

Returns

double

The squared length of this vector.

Lerp(Vector4D, double)

Returns the result of the linear interpolation between this vector and to by amount weight.

public readonly Vector4D Lerp(Vector4D to, double weight)

Parameters

to Vector4D

The destination vector for interpolation.

weight double

A value on the range of 0.0 to 1.0, representing the amount of interpolation.

Returns

Vector4D

The resulting vector of the interpolation.

MaxAxisIndex()

Returns the axis of the vector's highest value. See Axis. If all components are equal, this method returns X.

public readonly Axis MaxAxisIndex()

Returns

Axis

The index of the highest axis.

MinAxisIndex()

Returns the axis of the vector's lowest value. See Axis. If all components are equal, this method returns W.

public readonly Axis MinAxisIndex()

Returns

Axis

The index of the lowest axis.

Normalized()

Returns the vector scaled to unit length. Equivalent to v / v.Length().

public readonly Vector4D Normalized()

Returns

Vector4D

A normalized version of the vector.

Round()

Returns this vector with all components rounded to the nearest integer, with halfway cases rounded towards the nearest multiple of two.

public readonly Vector4D Round()

Returns

Vector4D

The rounded vector.

Sign()

Returns a vector with each component set to one or negative one, depending on the signs of this vector's components, or zero if the component is zero, by calling Sign(double) on each component.

public readonly Vector4D Sign()

Returns

Vector4D

A vector with all components as either 1, -1, or 0.

Snapped(Vector4D)

Returns this vector with each component snapped to the nearest multiple of step. This can also be used to round to an arbitrary number of decimals.

public readonly Vector4D Snapped(Vector4D step)

Parameters

step Vector4D

A vector value representing the step size to snap to.

Returns

Vector4D

The snapped vector.

ToString()

Converts this Vector4D to a string.

public override string ToString()

Returns

string

A string representation of this vector.

ToString(string?)

Converts this Vector4D to a string with the given format.

public readonly string ToString(string? format)

Parameters

format string

Returns

string

A string representation of this vector.

Operators

operator +(Vector4D, Vector4D)

Adds each component of the Vector4D with the components of the given Vector4D.

public static Vector4D operator +(Vector4D left, Vector4D right)

Parameters

left Vector4D

The left vector.

right Vector4D

The right vector.

Returns

Vector4D

The added vector.

operator /(Vector4D, Vector4D)

Divides each component of the Vector4D by the components of the given Vector4D.

public static Vector4D operator /(Vector4D vec, Vector4D divisorv)

Parameters

vec Vector4D

The dividend vector.

divisorv Vector4D

The divisor vector.

Returns

Vector4D

The divided vector.

operator /(Vector4D, double)

Divides each component of the Vector4D by the given double.

public static Vector4D operator /(Vector4D vec, double divisor)

Parameters

vec Vector4D

The dividend vector.

divisor double

The divisor value.

Returns

Vector4D

The divided vector.

operator ==(Vector4D, Vector4D)

Returns true if the vectors are exactly equal. Note: Due to floating-point precision errors, consider using IsEqualApprox(Vector4D) instead, which is more reliable.

public static bool operator ==(Vector4D left, Vector4D right)

Parameters

left Vector4D

The left vector.

right Vector4D

The right vector.

Returns

bool

Whether or not the vectors are exactly equal.

operator >(Vector4D, Vector4D)

Compares two Vector4D vectors by first checking if the X value of the left vector is greater than the X value of the right vector. If the X values are exactly equal, then it repeats this check with the Y, Z and finally W values of the two vectors. This operator is useful for sorting vectors.

public static bool operator >(Vector4D left, Vector4D right)

Parameters

left Vector4D

The left vector.

right Vector4D

The right vector.

Returns

bool

Whether or not the left is greater than the right.

operator >=(Vector4D, Vector4D)

Compares two Vector4D vectors by first checking if the X value of the left vector is greater than or equal to the X value of the right vector. If the X values are exactly equal, then it repeats this check with the Y, Z and finally W values of the two vectors. This operator is useful for sorting vectors.

public static bool operator >=(Vector4D left, Vector4D right)

Parameters

left Vector4D

The left vector.

right Vector4D

The right vector.

Returns

bool

Whether or not the left is greater than or equal to the right.

operator !=(Vector4D, Vector4D)

Returns true if the vectors are not equal. Note: Due to floating-point precision errors, consider using IsEqualApprox(Vector4D) instead, which is more reliable.

public static bool operator !=(Vector4D left, Vector4D right)

Parameters

left Vector4D

The left vector.

right Vector4D

The right vector.

Returns

bool

Whether or not the vectors are not equal.

operator <(Vector4D, Vector4D)

Compares two Vector4D vectors by first checking if the X value of the left vector is less than the X value of the right vector. If the X values are exactly equal, then it repeats this check with the Y, Z and finally W values of the two vectors. This operator is useful for sorting vectors.

public static bool operator <(Vector4D left, Vector4D right)

Parameters

left Vector4D

The left vector.

right Vector4D

The right vector.

Returns

bool

Whether or not the left is less than the right.

operator <=(Vector4D, Vector4D)

Compares two Vector4D vectors by first checking if the X value of the left vector is less than or equal to the X value of the right vector. If the X values are exactly equal, then it repeats this check with the Y, Z and finally W values of the two vectors. This operator is useful for sorting vectors.

public static bool operator <=(Vector4D left, Vector4D right)

Parameters

left Vector4D

The left vector.

right Vector4D

The right vector.

Returns

bool

Whether or not the left is less than or equal to the right.

operator %(Vector4D, Vector4D)

Gets the remainder of each component of the Vector4D with the components of the given Vector4D. This operation uses truncated division, which is often not desired as it does not work well with negative numbers.

public static Vector4D operator %(Vector4D vec, Vector4D divisorv)

Parameters

vec Vector4D

The dividend vector.

divisorv Vector4D

The divisor vector.

Returns

Vector4D

The remainder vector.

Examples

GD.Print(new Vector4D(10, -20, 30, 10) % new Vector4D(7, 8, 9, 10)); // Prints "(3, -4, 3, 0)"

operator %(Vector4D, double)

Gets the remainder of each component of the Vector4D with the components of the given double. This operation uses truncated division, which is often not desired as it does not work well with negative numbers.

public static Vector4D operator %(Vector4D vec, double divisor)

Parameters

vec Vector4D

The dividend vector.

divisor double

The divisor value.

Returns

Vector4D

The remainder vector.

Examples

GD.Print(new Vector4D(10, -20, 30, 40) % 7); // Prints "(3, -6, 2, 5)"

operator *(Vector4D, Vector4D)

Multiplies each component of the Vector4D by the components of the given Vector4D.

public static Vector4D operator *(Vector4D left, Vector4D right)

Parameters

left Vector4D

The left vector.

right Vector4D

The right vector.

Returns

Vector4D

The multiplied vector.

operator *(Vector4D, double)

Multiplies each component of the Vector4D by the given double.

public static Vector4D operator *(Vector4D vec, double scale)

Parameters

vec Vector4D

The vector to multiply.

scale double

The scale to multiply by.

Returns

Vector4D

The multiplied vector.

operator *(double, Vector4D)

Multiplies each component of the Vector4D by the given double.

public static Vector4D operator *(double scale, Vector4D vec)

Parameters

scale double

The scale to multiply by.

vec Vector4D

The vector to multiply.

Returns

Vector4D

The multiplied vector.

operator -(Vector4D, Vector4D)

Subtracts each component of the Vector4D by the components of the given Vector4D.

public static Vector4D operator -(Vector4D left, Vector4D right)

Parameters

left Vector4D

The left vector.

right Vector4D

The right vector.

Returns

Vector4D

The subtracted vector.

operator -(Vector4D)

Returns the negative value of the Vector4D. This is the same as writing new Vector4D(-v.X, -v.Y, -v.Z, -v.W). This operation flips the direction of the vector while keeping the same magnitude. With floats, the number zero can be either positive or negative.

public static Vector4D operator -(Vector4D vec)

Parameters

vec Vector4D

The vector to negate/flip.

Returns

Vector4D

The negated/flipped vector.