Difference between revisions of "HPL3/SOMA/Scripting/cVector4f"
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− | + | ==Remarks== | |
A normalized vector is a vector whose length is equal to one, otherwise known as a unit vector. To convert a vector into a unit vector, get the normalization factor by calling the ''Normalize'' function, then divide each of the vector's x, y, z, and w coordinates by that factor. | A normalized vector is a vector whose length is equal to one, otherwise known as a unit vector. To convert a vector into a unit vector, get the normalization factor by calling the ''Normalize'' function, then divide each of the vector's x, y, z, and w coordinates by that factor. |
Revision as of 01:50, 4 August 2020
A four dimensional vector unit which stores its elements as floats.
Contents
Constructors
Constructor | Description |
---|---|
cVector4f(float, float, float, float) |
Creates a cVector4f with the given element data.
|
Fields
Field Name | Type | Description |
---|---|---|
w | float |
The x value of the vector. |
x | float |
The y value of the vector. |
y | float |
The z value of the vector. |
z | float |
The w value of the vector. |
Functions
Return Type | Function Name | Parameters | Description |
---|---|---|---|
float |
GetElement | uint64 alIdx |
Gets the value at the given index. (Indices 0, 1, 2, and 3 are equal to x, y, z, and w respectively.) |
float |
Length | Returns the length of this vector. | |
float |
Normalize | Returns the normalization factor for this vector. (See Remarks.) | |
void |
SetElement | uint64 alIdx ,float |
Sets the value at the given index to the given value. (Indices 0, 1, 2, and 3 are equal to x, y, z, and w respectively.) |
float |
SqrLength | Returns the length-squared of this vector. |
Remarks
A normalized vector is a vector whose length is equal to one, otherwise known as a unit vector. To convert a vector into a unit vector, get the normalization factor by calling the Normalize function, then divide each of the vector's x, y, z, and w coordinates by that factor.
cVector4f vBaseVector(2.0, 5.0, 3.0, 4.0);
float fNormFactor = vBaseVector.Normalize();
cVector3f vNormalizedVector(vBaseVector.x / fNormFactor,
vBaseVector.y / fNormFactor,
vBaseVector.z / fNormFactor,
vBaseVector.w / fNormFactor);