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Vector4 Struct

Representation of four-dimensional vectors.

This structure is used in some places to represent four component vectors (e.g. mesh tangents, parameters for shaders). In the majority of other cases a Vector3 is used.

Variables
 x X component of the vector. y Y component of the vector. z Z component of the vector. w W component of the vector. this [int index] Access the x, y, z, w components using [0], [1], [2], [3] respectively. normalized Returns this vector with a magnitude of 1 (Read Only). magnitude Returns the length of this vector (Read Only). sqrMagnitude Returns the squared length of this vector (Read Only).
Constructors
 Vector4 Creates a new vector with given x, y, z, w components.
Functions
 Scale Multiplies every component of this vector by the same component of scale. Normalize Makes this vector have a magnitude of 1. ToString Returns a nicely formatted string for this vector.
Class Variables
 zero Shorthand for writing Vector4(0,0,0,0) one Shorthand for writing Vector4(1,1,1,1)
Class Functions
 Lerp Linearly interpolates between two vectors. MoveTowards Moves a point current towards target. Scale Multiplies two vectors component-wise. Dot Dot Product of two vectors. Project Projects a vector onto another vector. Distance Returns the distance between a and b. Min Returns a vector that is made from the smallest components of two vectors. Max Returns a vector that is made from the largest components of two vectors. operator + Adds two vectors. operator - Subtracts one vector from another. operator * Multiplies a vector by a number. operator / Divides a vector by a number. operator == Returns true if the vectors are equal. operator != Returns true if vectors different. operator Vector4 Converts a Vector3 to a Vector4. operator Vector3 Converts a Vector4 to a Vector3. operator Vector4 Converts a Vector2 to a Vector4. operator Vector2 Converts a Vector4 to a Vector2.