Methods Signatures
Vector4d.__init__(self, x, y, z, w) |
Initializes a new
Vector4d . |
Vector4d.__str__(self) |
Returns a string representation of the
c4d.Vector4d . |
Vector4d.__getitem__(self, key) |
Retrieves X/Y/Z/W components by index |
Vector4d.__setitem__(self, key, value) |
Assigns X/Y/Z/W components by index |
Vector4d.__add__(self, other) |
Adds another c4d.Vector4d to the c4d.Vector4d |
Vector4d.__sub__(self, other) |
Subtracts another c4d.Vector4d from the c4d.Vector4d |
Vector4d.__mul__(self, other) |
If other is a
c4d.Vector4d , multiplies each vector component in the left-hand vector by its counterpart in the right-hand vector and returns the vector result. |
Vector4d.__eq__(self, other) |
Checks if 2 vectors are equal. |
Vector4d.__ne__(self, other) |
Check if 2 vectors are not equal. |
Vector4d.__ge__(self, other) |
raise NotImplemented. |
Vector4d.__gt__(self, other) |
raise NotImplemented. |
Vector4d.__le__(self, other) |
raise NotImplemented. |
Vector4d.__lt__(self, other) |
raise NotImplemented. |
Vector4d.SetZero(self) |
Sets all vector components to zero. |
Vector4d.Dot(self, b) |
Calculates the dot product of the c4d.Vector4d and c4d.Vector4d b. |
Vector4d.MakeVector3(self) |
Scales the vector so that Vector4d.w equals 1. |
Vector4d.NormalizeW(self) |
Scales the vector so that Vector4d.w equals 1. |
Vector4d.GetVector3(self) |
Retrieves a c4d.Vector from the c4d.Vector4d . |
Methods Documentation
-
Vector4d.
__init__
(self, x, y, z, w)¶ - Initializes a new
Vector4d
.All arguments are optional so it is possible to create a new vector without any arguments. X/Y/Z components are simply 0 and W 1.If only 1 argument is passed, it can be either a number orc4d.Vector
: - number: All components are set to this number. -c4d.Vector
: X/Y/Z components of the passed vector are copied to the new vector and W is set 1.If 2 arguments are passed: - The first argument has to be ac4d.Vector
and the second one a number. X/Y/Z components of the passed vector are copied to the new vector and W is set the number argument.If 4 arguments are passed: - x, y, z, w have to be floats and are respectively assigned to X/Y/Z/W components.c4d.Vector4d() # => Vector4d(0,0,0,1) c4d.Vector4d(5) # => Vector4d(5, 5, 5, 5) v = c4d.Vector4d(5, 5, 5) c4d.Vector4d(v) # => Vector4d(5, 5, 5, 1) c4d.Vector4d(v, 2) # => Vector4d(5, 5, 5, 2) c4d.Vector4d(1, 2, 3, 4) # => Vector4d(1, 2, 3, 4)
Parameters: - x (Union[int, float, c4d.Vector]) – If x is a number and is the only passed argument, set this to X/Y/Z components. If x is a
c4d.Vector
, its X/Y/Z components are copied to the new vector. Otherwise set the X component. - y (number) – The Y component. If 2 arguments are passed, set to W component.
- z (number) – The Z component.
- w (number) – The W component.
Return type: Returns: A new
c4d.Vector4d
. - x (Union[int, float, c4d.Vector]) – If x is a number and is the only passed argument, set this to X/Y/Z components. If x is a
-
Vector4d.
__str__
(self)¶ - Returns a string representation of the
c4d.Vector4d
.v = c4d.Vector4d(3.0, 4.0, 2.0, 5.0) print v # => Vector4d(3, 4, 2, 5)
Return type: str Returns: The c4d.Vector4d
as string.
-
Vector4d.
__getitem__
(self, key)¶ Retrieves X/Y/Z/W components by index
v = c4d.Vector4d(1, 2, 3, 4) x = v[0] y = v[1] z = v[2] w = v[3] print x, y, z, w # => 1.0 2.0 3.0 4.0
Parameters: key (int) – The component index. Raises: IndexError – If the index key is out of range : 0<=key<3. Return type: float Returns: The c4d.Vector4d
component.
-
Vector4d.
__setitem__
(self, key, value)¶ Assigns X/Y/Z/W components by index
v = c4d.Vector4d(1, 2, 3, 4) v[3] = 0 print v # => Vector4d(1, 2, 3, 0)
Note
Thec4d.Vector4d
objects does not support item deletion.For instance by calling del(v[0]).Parameters: - key (int) – The component index.
- value (float) – The new value for the
c4d.Vector4d
component.
Raises: IndexError – If the index key is out of range : 0<=key<3.
-
Vector4d.
__add__
(self, other)¶ Adds another
c4d.Vector4d
to thec4d.Vector4d
c4d.Vector4d(1,2,3,4)+c4d.Vector4d(2,3,4,5) # => Vector4d(3, 5, 7, 9)
Parameters: other (c4d.Vector4d) – The other vector. Return type: c4d.Vector4d
Returns: The result vector.
-
Vector4d.
__sub__
(self, other)¶ Subtracts another
c4d.Vector4d
from thec4d.Vector4d
c4d.Vector4d(1, 2, 3, 4)-c4d.Vector4d(2, 3, 4, 5) # => Vector4d(-1, -1, -1, -1)
Parameters: other (c4d.Vector4d) – The other vector. Return type: c4d.Vector4d
Returns: The result vector.
-
Vector4d.
__mul__
(self, other)¶ - If other is a
c4d.Vector4d
, multiplies each vector component in the left-hand vector by its counterpart in the right-hand vector and returns the vector result.If other is a number, multiplies each vector components by the scalar and returns the vector result.c4d.Vector4d(1, 2, 3, 4)*c4d.Vector4d(2, 3, 4, 5) # => Vector4d(2, 6, 12, 20) c4d.Vector4d(1, 2, 3, 4)*5 # => Vector4d(5, 10, 15, 20)
Parameters: other (Union[int, float, c4d.Vector]) – The other argument. Return type: c4d.Vector4d
Returns: The result vector.
-
Vector4d.
__eq__
(self, other)¶ Checks if 2 vectors are equal.
Parameters: other (c4d.Vector4d) – The other vector. Return type: bool Returns: True if both vectors are equal, otherwise False.
-
Vector4d.
__ne__
(self, other)¶ Check if 2 vectors are not equal.
Parameters: other (c4d.Vector4d) – The other vector. Return type: bool Returns: True if both vectors are not equal, otherwise False.
-
Vector4d.
__ge__
(self, other)¶ raise NotImplemented.
-
Vector4d.
__gt__
(self, other)¶ raise NotImplemented.
-
Vector4d.
__le__
(self, other)¶ raise NotImplemented.
-
Vector4d.
__lt__
(self, other)¶ raise NotImplemented.
-
Vector4d.
SetZero
(self)¶ Sets all vector components to zero.
-
Vector4d.
Dot
(self, b)¶ Calculates the dot product of the
c4d.Vector4d
andc4d.Vector4d
b.Parameters: b (c4d.Vector4d) – The other vector. Return type: float Returns: The dot product.
-
Vector4d.
MakeVector3
(self)¶ Scales the vector so that
Vector4d.w
equals 1.
-
Vector4d.
NormalizeW
(self)¶ Scales the vector so that
Vector4d.w
equals 1.New in version R20.
-
Vector4d.
GetVector3
(self)¶ Retrieves a
c4d.Vector
from thec4d.Vector4d
.Return type: c4d.Vector
Returns: The converted c4d.Vector
.