REDNODE / GAME API

Vector4

structnative

Properties 4

NameTypeFlags
WFloatoverridingpersistent
XFloatoverridingpersistent
YFloatoverridingpersistent
ZFloatoverridingpersistent

Methods 35

static native func ClampLength(self: Vector4, min: Float, max: Float) -> Vector4
static native func Cross(a: Vector4, b: Vector4) -> Vector4
static native func Distance(from: Vector4, to: Vector4) -> Float
static native func Distance2D(from: Vector4, to: Vector4) -> Float
static native func DistanceSquared(from: Vector4, to: Vector4) -> Float
static native func DistanceSquared2D(from: Vector4, to: Vector4) -> Float
static native func DistanceToEdge(point: Vector4, a: Vector4, b: Vector4) -> Float
static native func Dot(a: Vector4, b: Vector4) -> Float
static native func Dot2D(a: Vector4, b: Vector4) -> Float
static native func FromHeading(heading: Float) -> Vector4
static native func GetAngleBetween(from: Vector4, to: Vector4) -> Float
static native func GetAngleDegAroundAxis(dirA: Vector4, dirB: Vector4, axis: Vector4) -> Float
static native func Heading(dir: Vector4) -> Float
static native func Interpolate(v1: Vector4, v2: Vector4, ratio: Float) -> Vector4
static native func IsXYZZero(self: Vector4) -> Bool
static native func IsZero(self: Vector4) -> Bool
static native func Length(a: Vector4) -> Float
static native func Length2D(a: Vector4) -> Float
static native func LengthSquared(a: Vector4) -> Float
static native func Mirror(dir: Vector4, normal: Vector4) -> Vector4
static native func NearestPointOnEdge(point: Vector4, a: Vector4, b: Vector4) -> Vector4
static native func Normalize(a: Vector4) -> Vector4
static native func Normalize2D(a: Vector4) -> Vector4
static native func ProjectPointToPlane(p1: Vector4, p2: Vector4, p3: Vector4, toProject: Vector4) -> Vector4
static native func Rand() -> Vector4
static native func Rand2D() -> Vector4
static native func RotateAxis(vector: Vector4, axis: Vector4, angle: Float) -> Vector4
static native func RotByAngleXY(vec: Vector4, angleDeg: Float) -> Vector4
static native func ToRotation(dir: Vector4) -> EulerAngles
static native func Transform(m: Matrix, point: Vector4) -> Vector4
static native func TransformDir(m: Matrix, point: Vector4) -> Vector4
static native func TransformH(m: Matrix, point: Vector4) -> Vector4
static native func Vector3To4(v3: Vector3) -> Vector4
static native func Vector4To3(v4: Vector4) -> Vector3
static native func Zero(out self: Vector4)