Packed Record TGenericVector4
Unit
CastleVectorsInternalSingle
Declaration
type TGenericVector4 = packed record
Description
Vector of 4 floating-point values.
See also
- TGenericVector3
- Vector of 3 floating-point values.
Overview
Nested Types
Fields
Methods
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class operator + (const A, B: TGenericVector4): TGenericVector4; inline; |
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class operator - (const A, B: TGenericVector4): TGenericVector4; inline; |
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class operator - (const V: TGenericVector4): TGenericVector4; inline; |
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class operator * (const V: TGenericVector4; const Scalar: TGenericScalar): TGenericVector4; inline; |
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class operator * (const Scalar: TGenericScalar; const V: TGenericVector4): TGenericVector4; inline; |
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class operator * (const V1, V2: TGenericVector4): TGenericVector4; inline; |
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class operator / (const V: TGenericVector4; const Scalar: TGenericScalar): TGenericVector4; inline; |
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procedure Init(const AX, AY, AZ, AW: TGenericScalar); inline; deprecated 'initialize instead like "V := Vector4(X, Y, Z, W)"; modifying a temporary record value is a trap, e.g. this is not reliable: "Scene.Rotation.Init(X, Y, Z, W)"'; |
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function ToString: string; |
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function ToRawString: string; |
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function Length: TGenericScalar; inline; |
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function LengthSqr: TGenericScalar; inline; |
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function AdjustToLength(const NewLength: TGenericScalar): TGenericVector4; inline; |
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class function DotProduct(const V1, V2: TGenericVector4): TGenericScalar; static; inline; |
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function Abs: TGenericVector4; inline; |
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function IsZero: boolean; overload; inline; |
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function IsZero(const Epsilon: TGenericScalar): boolean; overload; inline; |
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function IsPerfectlyZero: boolean; inline; |
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class function Equals(const V1, V2: TGenericVector4): boolean; overload; inline; static; |
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class function Equals(const V1, V2: TGenericVector4; const Epsilon: TGenericScalar): boolean; overload; inline; static; |
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class function PerfectlyEquals(const V1, V2: TGenericVector4): boolean; static; inline; |
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function ToPosition: TGenericVector3; inline; |
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class function Lerp(const A: TGenericScalar; const V1, V2: TGenericVector4): TGenericVector4; static; inline; |
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class function Zero: TGenericVector4; static; inline; |
Properties
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property Data [constIndex:TIndex]: TGenericScalar read GetItems write SetItems; deprecated 'use instead X, Y, Z, W fields; modifying a temporary record value is a trap, e.g. this is not reliable: "Scene.Rotation.Data[0] := Scene.Rotation.Data[0] + 1"'; |
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property AsArray [constIndex:TIndex]: TGenericScalar read GetItems; |
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property Items [constIndex:TIndex]: TGenericScalar read GetItems write SetItems; deprecated 'use instead X, Y, Z, W fields; modifying a temporary record value is a trap, e.g. this is not reliable "Scene.Rotation[0] := Scene.Rotation[0] + 1"'; |
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property XYZ: TGenericVector3 read GetXYZ ; |
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property XY: TGenericVector2 read GetXY ; |
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class property One [constIndex:TIndex]: TGenericVector4 read GetOne; |
Description
Nested Types
Fields
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nested const Count = 4; |
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Methods
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class operator * (const V1, V2: TGenericVector4): TGenericVector4; inline; |
Vector * vector makes a component-wise multiplication. This is consistent with GLSL and other vector APIs.
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procedure Init(const AX, AY, AZ, AW: TGenericScalar); inline; deprecated 'initialize instead like "V := Vector4(X, Y, Z, W)"; modifying a temporary record value is a trap, e.g. this is not reliable: "Scene.Rotation.Init(X, Y, Z, W)"'; |
Warning: this symbol is deprecated: initialize instead like "V := Vector4(X, Y, Z, W)"; modifying a temporary record value is a trap, e.g. this is not reliable: "Scene.Rotation.Init(X, Y, Z, W)" |
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function ToString: string; |
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function ToRawString: string; |
Convert to string using the most precise (not always easily readable by humans) float format. This may use the exponential (scientific) notation to represent the floating-point value, if needed.
This is suitable for storing the value in a file, with a best precision possible.
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function LengthSqr: TGenericScalar; inline; |
Vector length squared. This is slightly faster than Length as it avoids calculating a square root along the way. (But, please remember to not optimize your code without a need. Optimize only parts that are proven bottlenecks, otherwise don't make the code less readable for the sake of speed.)
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function AdjustToLength(const NewLength: TGenericScalar): TGenericVector4; inline; |
Calculate a new vector scaled so that it has length equal to NewLength. NewLength may be negative, in which case we'll negate the vector and then adjust it's length to Abs(NewLength).
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function IsZero: boolean; overload; inline; |
Are all components equal to zero (within some epsilon margin).
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function IsZero(const Epsilon: TGenericScalar): boolean; overload; inline; |
Are all components equal to zero (within Epsilon margin).
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function IsPerfectlyZero: boolean; inline; |
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class function Equals(const V1, V2: TGenericVector4): boolean; overload; inline; static; |
Compare two vectors, with epsilon to tolerate slightly different floats.
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class function PerfectlyEquals(const V1, V2: TGenericVector4): boolean; static; inline; |
Compare two vectors using exact comparison (like the "=" operator to compare floats).
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function ToPosition: TGenericVector3; inline; |
Convert a 4D homogeneous coordinate to 3D position.
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Properties
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property Data [constIndex:TIndex]: TGenericScalar read GetItems write SetItems; deprecated 'use instead X, Y, Z, W fields; modifying a temporary record value is a trap, e.g. this is not reliable: "Scene.Rotation.Data[0] := Scene.Rotation.Data[0] + 1"'; |
Warning: this symbol is deprecated: use instead X, Y, Z, W fields; modifying a temporary record value is a trap, e.g. this is not reliable: "Scene.Rotation.Data[0] := Scene.Rotation.Data[0] + 1"
Access (get, set) vector components by index. We discourage using it. Use X, Y, Z, W to change vector components. Use AsArray to access it by index, read-only.
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property Items [constIndex:TIndex]: TGenericScalar read GetItems write SetItems; deprecated 'use instead X, Y, Z, W fields; modifying a temporary record value is a trap, e.g. this is not reliable "Scene.Rotation[0] := Scene.Rotation[0] + 1"'; |
Warning: this symbol is deprecated: use instead X, Y, Z, W fields; modifying a temporary record value is a trap, e.g. this is not reliable "Scene.Rotation[0] := Scene.Rotation[0] + 1" |
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property XYZ: TGenericVector3 read GetXYZ ; |
Get first 3 components as a 3D vector. This simply rejects the 4th component.
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property XY: TGenericVector2 read GetXY ; |
Get first 2 components as a 2D vector. This simply rejects the remaining vector components.
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