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float4[Class Summary]
x
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::Normalize4

Syntax

float float4::Normalize4(); [21 lines of code]

Normalizes this vector.

Note
This function fails silently. If you expect to receive an error message in case the normalization fails, use the Normalized3() function. This function operates in-place.

Return Value

The old length of this vector, or 0 if normalization failed. In the case of failure, this vector is set to (1, 0, 0, 0), so that Normalize() function will never result in an unnormalized vector.

See Also

Length3(), Length4(), Normalize3(), Normalized3(), Normalized4().