Back to class indexx | y | z | w | zero[static][const] | one[static][const] | unitX[static][const] | unitY[static][const] | unitZ[static][const] | unitW[static][const] | nan[static][const] | inf[static][const] | ctor (+8 overloads) | ptr() (+1 overload) | operator[](index) (+1 overload) | At(index) (+1 overload) | operators +,-,*,/(v)[const] (+1 overload) | operators +=,-=,*=,/=(v) | Add/Sub/Mul/Div(v)[const] (+1 overload) | xy()[const] | xyz()[const] | Float3Part() (+1 overload) | Swizzled(i,j,k,l)[const] (+2 overloads) | SetFromScalar(scalar) (+1 overload) | SetFromSphericalCoordinates(...) (+2 overloads) | ToSphericalCoordinates()[const] | ToSphericalCoordinatesNormalized()[const] | Set(x,y,z,w) | LengthSq3()[const] | Length3()[const] | LengthSq4()[const] | LengthSq()[const] | Length4()[const] | Length()[const] | Normalize3() | Normalize4() | Normalize() | Normalized3()[const] | Normalized4()[const] | Normalized()[const] | NormalizeW() | IsWZeroOrOne(epsilon)[const] | IsZero3(epsilonSq)[const] | IsZero4(epsilonSq)[const] | IsZero(epsilonSq)[const] | IsNormalized3(epsilonSq)[const] | IsNormalized4(epsilonSq)[const] | IsNormalized(epsilonSq)[const] | Scale3(scalar) | ScaleToLength3(newLength) | ScaleToLength(newLength) | ScaledToLength3(newLength)[const] | ScaledToLength(newLength)[const] | IsFinite()[const] | IsPerpendicular3(other,epsilonSq)[const] | IsPerpendicular(other,epsilonSq)[const] | ToString()[const] | SerializeToString()[const] | SerializeToCodeString()[const] | SumOfElements()[const] | ProductOfElements()[const] | AverageOfElements()[const] | MinElement()[const] | MinElementIndex()[const] | MaxElement()[const] | MaxElementIndex()[const] | Abs()[const] | Neg3()[const] | Neg4()[const] | Recip3()[const] | Recip4()[const] | RecipFast4()[const] | Min(ceil)[const] (+1 overload) | Max(floor)[const] (+1 overload) | Clamp(floor,ceil)[const] (+1 overload) | Clamp01()[const] | Lerp(b,t)[const] | Distance3Sq(rhs)[const] | Distance3(rhs)[const] | Distance4Sq(rhs)[const] | DistanceSq(rhs)[const] | Distance4(rhs)[const] | Distance(rhs)[const] | Dot3(rhs)[const] (+1 overload) | Dot4(rhs)[const] | Dot(rhs)[const] | Cross3(rhs)[const] (+1 overload) | Cross(rhs)[const] | OuterProduct(rhs)[const] | Perpendicular3(hint,hint2)[const] | Perpendicular(hint,hint2)[const] | AnotherPerpendicular3(hint,hint2)[const] | AnotherPerpendicular(hint,hint2)[const] | RandomPerpendicular(rng)[const] | Reflect3(normal)[const] | Reflect(normal)[const] | Refract(...)[const] | AngleBetween3(other)[const] | AngleBetweenNorm3(normalizedVector)[const] | AngleBetween4(other)[const] | AngleBetweenNorm4(normalizedVector)[const] | ProjectTo3(target)[const] | ProjectTo(target)[const] | ProjectToNorm3(target)[const] | ProjectToNorm(target)[const] | Equals(other,epsilon)[const] (+1 overload) | BitEquals(other)[const] | FromScalar(scalar)[static] (+1 overload) | FromSphericalCoordinates(...)[static] (+2 overloads) | Orthogonalize(a,b)[static] (+1 overload) | AreOrthogonal(a,b,epsilon)[static] (+1 overload) | AreCollinear(p1,p2,p3,epsilon)[static] | Orthonormalize(a,b)[static] (+1 overload) | AreOrthonormal(a,b,epsilon)[static] (+1 overload) | FromString(str,outEndStr)[static] (+1 overload) | Lerp(a,b,t)[static] | RandomDir(lcg,length)[static] | RandomSphere(lcg,center,radius)[static] | RandomBox(...)[static] (+2 overloads) | RandomGeneral(...)[static] |
| float4::Add/Sub/Mul/DivSyntaxfloat4 float4::Add(const float4 &v) const; [1 line of code]Adds a vector to this vector. Return Value(x+v.x, y+v.y, z+v.z, w+v.w). Syntaxfloat4 float4::Add(float s) const; [8 lines of code]Adds the vector (s,s,s,s) to this vector. Note Mathematically, the addition of a vector and scalar is not defined in linear space structures, but this function is provided here for syntactical convenience. Return Value(x+s, y+s, z+s, w+s). Syntaxfloat4 float4::Sub(const float4 &v) const; [1 line of code]Subtracts a vector from this vector. Return Value(x-v.x, y-v.y, z-v.z, w-v.w). Syntaxfloat4 float4::Sub(float s) const; [8 lines of code]Subtracts the vector (s,s,s,s) from this vector. Note Mathematically, the subtraction of a vector by a scalar is not defined in linear space structures, but this function is provided here for syntactical convenience. Return Value(x-s, y-s, z-s, w-s). Syntaxfloat4 float4::SubLeft(float s) const; [8 lines of code]Subtracts this vector from the vector (s,s,s,s). Note Mathematically, the subtraction of a scalar by a vector is not defined in linear space structures, but this function is provided here for syntactical convenience. Return Value(s-x, s-y, s-z, s-w). Syntaxfloat4 float4::Mul(const float4 &v) const; [8 lines of code]Multiplies this vector by a vector, element-wise. Note Mathematically, the multiplication of two vectors is not defined in linear space structures, but this function is provided here for syntactical convenience. Return Value(x*v.x, y*v.y, z*v.z, w*v.w). Syntaxfloat4 float4::Mul(float s) const; [1 line of code]Multiplies this vector by a scalar. Note If w != 0, multiplying by a scalar does not have the effect of scaling the length of this 3D vector. Return Value(x*s, y*s, z*s, w*s). Syntaxfloat4 float4::Div(const float4 &v) const; [8 lines of code]Divides this vector by a vector, element-wise. Note Mathematically, the division of two vectors is not defined in linear space structures, but this function is provided here for syntactical convenience. Return Value(x/v.x, y/v.y, z/v.z, w/v.w). Syntaxfloat4 float4::Div(float s) const; [1 line of code]Divides this vector by a scalar. Return Value(x/s, y/s, z/s, w/s). Syntaxfloat4 float4::DivLeft(float s) const; [8 lines of code]Divides the vector (s,s,s,s) by this vector, element-wise. Note Mathematically, the division of a scalar by a vector is not defined in linear space structures, but this function is provided here for syntactical convenience. Return Value(s/x, s/y, s/z, s/w). |