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Add Vector4 documentation

kobewi 3 年之前
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共有 1 個文件被更改,包括 73 次插入0 次删除
  1. 73 0
      doc/classes/Vector4.xml

+ 73 - 0
doc/classes/Vector4.xml

@@ -1,8 +1,12 @@
 <?xml version="1.0" encoding="UTF-8" ?>
 <class name="Vector4" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
 	<brief_description>
+		Vector used for 4D math using floating point coordinates.
 	</brief_description>
 	<description>
+		4-element structure that can be used to represent any quadruplet of numeric values.
+		It uses floating-point coordinates. 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].
 	</description>
 	<tutorials>
 	</tutorials>
@@ -10,18 +14,21 @@
 		<constructor name="Vector4">
 			<return type="Vector4" />
 			<description>
+				Constructs a default-initialized [Vector4] with all components set to [code]0[/code].
 			</description>
 		</constructor>
 		<constructor name="Vector4">
 			<return type="Vector4" />
 			<argument index="0" name="from" type="Vector4" />
 			<description>
+				Constructs a [Vector4] as a copy of the given [Vector4].
 			</description>
 		</constructor>
 		<constructor name="Vector4">
 			<return type="Vector4" />
 			<argument index="0" name="from" type="Vector4i" />
 			<description>
+				Constructs a new [Vector4] from [Vector4i].
 			</description>
 		</constructor>
 		<constructor name="Vector4">
@@ -31,6 +38,7 @@
 			<argument index="2" name="z" type="float" />
 			<argument index="3" name="w" type="float" />
 			<description>
+				Returns a [Vector4] with the given components.
 			</description>
 		</constructor>
 	</constructors>
@@ -38,11 +46,13 @@
 		<method name="abs" qualifiers="const">
 			<return type="Vector4" />
 			<description>
+				Returns a new vector with all components in absolute values (i.e. positive).
 			</description>
 		</method>
 		<method name="ceil" qualifiers="const">
 			<return type="Vector4" />
 			<description>
+				Returns a new vector with all components rounded up (towards positive infinity).
 			</description>
 		</method>
 		<method name="clamp" qualifiers="const">
@@ -50,43 +60,51 @@
 			<argument index="0" name="min" type="Vector4" />
 			<argument index="1" name="max" type="Vector4" />
 			<description>
+				Returns a new vector with all components clamped between the components of [code]min[/code] and [code]max[/code], by running [method @GlobalScope.clamp] on each component.
 			</description>
 		</method>
 		<method name="dot" qualifiers="const">
 			<return type="float" />
 			<argument index="0" name="with" type="Vector4" />
 			<description>
+				Returns the dot product of this vector and [code]with[/code].
 			</description>
 		</method>
 		<method name="floor" qualifiers="const">
 			<return type="Vector4" />
 			<description>
+				Returns a new vector with all components rounded down (towards negative infinity).
 			</description>
 		</method>
 		<method name="inverse" qualifiers="const">
 			<return type="Vector4" />
 			<description>
+				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].
 			</description>
 		</method>
 		<method name="is_equal_approx" qualifiers="const">
 			<return type="bool" />
 			<argument index="0" name="with" type="Vector4" />
 			<description>
+				Returns [code]true[/code] if this vector and [code]v[/code] are approximately equal, by running [method @GlobalScope.is_equal_approx] on each component.
 			</description>
 		</method>
 		<method name="is_normalized" qualifiers="const">
 			<return type="bool" />
 			<description>
+				Returns [code]true[/code] if the vector is normalized, i.e. its length is equal to 1.
 			</description>
 		</method>
 		<method name="length" qualifiers="const">
 			<return type="float" />
 			<description>
+				Returns the length (magnitude) of this vector.
 			</description>
 		</method>
 		<method name="length_squared" qualifiers="const">
 			<return type="float" />
 			<description>
+				Returns the squared length (squared magnitude) of this vector. This method runs faster than [method length].
 			</description>
 		</method>
 		<method name="lerp" qualifiers="const">
@@ -94,58 +112,75 @@
 			<argument index="0" name="to" type="Vector4" />
 			<argument index="1" name="weight" type="float" />
 			<description>
+				Returns the result of the linear interpolation between this vector and [code]to[/code] by amount [code]weight[/code]. [code]weight[/code] is on the range of [code]0.0[/code] to [code]1.0[/code], representing the amount of interpolation.
 			</description>
 		</method>
 		<method name="max_axis_index" qualifiers="const">
 			<return type="int" />
 			<description>
+				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].
 			</description>
 		</method>
 		<method name="min_axis_index" qualifiers="const">
 			<return type="int" />
 			<description>
+				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].
 			</description>
 		</method>
 		<method name="normalized" qualifiers="const">
 			<return type="Vector4" />
 			<description>
+				Returns the vector scaled to unit length. Equivalent to [code]v / v.length()[/code].
 			</description>
 		</method>
 		<method name="round" qualifiers="const">
 			<return type="Vector4" />
 			<description>
+				Returns a new vector with all components rounded to the nearest integer, with halfway cases rounded away from zero.
 			</description>
 		</method>
 		<method name="sign" qualifiers="const">
 			<return type="Vector4" />
 			<description>
+				Returns a new vector with each component set to one or negative one, depending on the signs of the components, or zero if the component is zero, by calling [method @GlobalScope.sign] on each component.
 			</description>
 		</method>
 	</methods>
 	<members>
 		<member name="w" type="float" setter="" getter="" default="0.0">
+			The vector's W component. Also accessible by using the index position [code][3][/code].
 		</member>
 		<member name="x" type="float" setter="" getter="" default="0.0">
+			The vector's X component. Also accessible by using the index position [code][0][/code].
 		</member>
 		<member name="y" type="float" setter="" getter="" default="0.0">
+			The vector's Y component. Also accessible by using the index position [code][1][/code].
 		</member>
 		<member name="z" type="float" setter="" getter="" default="0.0">
+			The vector's Z component. Also accessible by using the index position [code][2][/code].
 		</member>
 	</members>
 	<constants>
 		<constant name="AXIS_X" value="0">
+			Enumerated value for the X axis. Returned by [method max_axis_index] and [method min_axis_index].
 		</constant>
 		<constant name="AXIS_Y" value="1">
+			Enumerated value for the Y axis. Returned by [method max_axis_index] and [method min_axis_index].
 		</constant>
 		<constant name="AXIS_Z" value="2">
+			Enumerated value for the Z axis. Returned by [method max_axis_index] and [method min_axis_index].
 		</constant>
 		<constant name="AXIS_W" value="3">
+			Enumerated value for the W axis. Returned by [method max_axis_index] and [method min_axis_index].
 		</constant>
 		<constant name="ZERO" value="Vector4(0, 0, 0)">
+			Zero vector, a vector with all components set to [code]0[/code].
 		</constant>
 		<constant name="ONE" value="Vector4(1, 1, 1)">
+			One vector, a vector with all components set to [code]1[/code].
 		</constant>
 		<constant name="INF" value="Vector4(inf, inf, inf)">
+			Infinity vector, a vector with all components set to [constant @GDScript.INF].
 		</constant>
 	</constants>
 	<operators>
@@ -153,106 +188,144 @@
 			<return type="bool" />
 			<argument index="0" name="right" type="Vector4" />
 			<description>
+				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.
 			</description>
 		</operator>
 		<operator name="operator *">
 			<return type="Vector4" />
 			<argument index="0" name="right" type="Projection" />
 			<description>
+				Inversely transforms (multiplies) the [Vector4] by the given [Projection] matrix.
 			</description>
 		</operator>
 		<operator name="operator *">
 			<return type="Vector4" />
 			<argument index="0" name="right" type="Vector4" />
 			<description>
+				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]
 			</description>
 		</operator>
 		<operator name="operator *">
 			<return type="Vector4" />
 			<argument index="0" name="right" type="float" />
 			<description>
+				Multiplies each component of the [Vector4] by the given [float].
+				[codeblock]
+				print(Vector4(10, 20, 30, 40) * 2) # Prints "(20, 40, 60, 80)"
+				[/codeblock]
 			</description>
 		</operator>
 		<operator name="operator *">
 			<return type="Vector4" />
 			<argument index="0" name="right" type="int" />
 			<description>
+				Multiplies each component of the [Vector4] by the given [int].
 			</description>
 		</operator>
 		<operator name="operator +">
 			<return type="Vector4" />
 			<argument index="0" name="right" type="Vector4" />
 			<description>
+				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]
 			</description>
 		</operator>
 		<operator name="operator -">
 			<return type="Vector4" />
 			<argument index="0" name="right" type="Vector4" />
 			<description>
+				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]
 			</description>
 		</operator>
 		<operator name="operator /">
 			<return type="Vector4" />
 			<argument index="0" name="right" type="Vector4" />
 			<description>
+				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]
 			</description>
 		</operator>
 		<operator name="operator /">
 			<return type="Vector4" />
 			<argument index="0" name="right" type="float" />
 			<description>
+				Divides each component of the [Vector4] by the given [float].
+				[codeblock]
+				print(Vector4(10, 20, 30, 40) / 2 # Prints "(5, 10, 15, 20)"
+				[/codeblock]
 			</description>
 		</operator>
 		<operator name="operator /">
 			<return type="Vector4" />
 			<argument index="0" name="right" type="int" />
 			<description>
+				Divides each component of the [Vector4] by the given [int].
 			</description>
 		</operator>
 		<operator name="operator &lt;">
 			<return type="bool" />
 			<argument index="0" name="right" type="Vector4" />
 			<description>
+				Compares two [Vector4] vectors by first checking if the X value of the left vector is less than the X value of the [code]right[/code] 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.
 			</description>
 		</operator>
 		<operator name="operator &lt;=">
 			<return type="bool" />
 			<argument index="0" name="right" type="Vector4" />
 			<description>
+				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 [code]right[/code] 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.
 			</description>
 		</operator>
 		<operator name="operator ==">
 			<return type="bool" />
 			<argument index="0" name="right" type="Vector4" />
 			<description>
+				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.
 			</description>
 		</operator>
 		<operator name="operator &gt;">
 			<return type="bool" />
 			<argument index="0" name="right" type="Vector4" />
 			<description>
+				Compares two [Vector4] vectors by first checking if the X value of the left vector is greater than the X value of the [code]right[/code] 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.
 			</description>
 		</operator>
 		<operator name="operator &gt;=">
 			<return type="bool" />
 			<argument index="0" name="right" type="Vector4" />
 			<description>
+				Access vector components using their index. [code]v[0][/code] is equivalent to [code]v.x[/code], [code]v[1][/code] is equivalent to [code]v.y[/code], and [code]v[2][/code] is equivalent to [code]v.z[/code].
 			</description>
 		</operator>
 		<operator name="operator []">
 			<return type="float" />
 			<argument index="0" name="index" type="int" />
 			<description>
+				Access vector components using their 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].
 			</description>
 		</operator>
 		<operator name="operator unary+">
 			<return type="Vector4" />
 			<description>
+				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.
 			</description>
 		</operator>
 		<operator name="operator unary-">
 			<return type="Vector4" />
 			<description>
+				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.
 			</description>
 		</operator>
 	</operators>