A 4D vector using integer coordinates. A 4-element structure that can be used to represent 4D grid coordinates or any other quadruplet of integers. It uses integer coordinates and is therefore preferable to [Vector4] when exact precision is required. Note that the values are limited to 32 bits, and unlike [Vector4] this cannot be configured with an engine build option. Use [int] or [PackedInt64Array] if 64-bit values are needed. [b]Note:[/b] In a boolean context, a Vector4i will evaluate to [code]false[/code] if it's equal to [code]Vector4i(0, 0, 0, 0)[/code]. Otherwise, a Vector4i will always evaluate to [code]true[/code]. Constructs a default-initialized [Vector4i] with all components set to [code]0[/code]. Constructs a [Vector4i] as a copy of the given [Vector4i]. Constructs a new [Vector4i] from the given [Vector4] by truncating components' fractional parts (rounding towards zero). For a different behavior consider passing the result of [method Vector4.ceil], [method Vector4.floor] or [method Vector4.round] to this constructor instead. Returns a [Vector4i] with the given components. Returns a new vector with all components in absolute values (i.e. positive). Returns a new vector with all components clamped between the components of [param min] and [param max], by running [method @GlobalScope.clamp] on each component. Returns the squared distance between this vector and [param to]. This method runs faster than [method distance_to], so prefer it if you need to compare vectors or need the squared distance for some formula. Returns the distance between this vector and [param to]. Returns the length (magnitude) of this vector. Returns the squared length (squared magnitude) of this vector. This method runs faster than [method length], so prefer it if you need to compare vectors or need the squared distance for some formula. Returns the axis of the vector's highest value. See [code]AXIS_*[/code] constants. If all components are equal, this method returns [constant AXIS_X]. Returns the axis of the vector's lowest value. See [code]AXIS_*[/code] constants. If all components are equal, this method returns [constant AXIS_W]. Returns a new vector with each component set to [code]1[/code] if it's positive, [code]-1[/code] if it's negative, and [code]0[/code] if it's zero. The result is identical to calling [method @GlobalScope.sign] on each component. Returns a new vector with each component snapped to the closest multiple of the corresponding component in [param step]. The vector's W component. Also accessible by using the index position [code][3][/code]. The vector's X component. Also accessible by using the index position [code][0][/code]. The vector's Y component. Also accessible by using the index position [code][1][/code]. The vector's Z component. Also accessible by using the index position [code][2][/code]. Enumerated value for the X axis. Returned by [method max_axis_index] and [method min_axis_index]. Enumerated value for the Y axis. Returned by [method max_axis_index] and [method min_axis_index]. Enumerated value for the Z axis. Returned by [method max_axis_index] and [method min_axis_index]. Enumerated value for the W axis. Returned by [method max_axis_index] and [method min_axis_index]. Zero vector, a vector with all components set to [code]0[/code]. One vector, a vector with all components set to [code]1[/code]. Min vector, a vector with all components equal to [code]INT32_MIN[/code]. Can be used as a negative integer equivalent of [constant Vector4.INF]. Max vector, a vector with all components equal to [code]INT32_MAX[/code]. Can be used as an integer equivalent of [constant Vector4.INF]. Returns [code]true[/code] if the vectors are not equal. Gets the remainder of each component of the [Vector4i] with the components of the given [Vector4i]. This operation uses truncated division, which is often not desired as it does not work well with negative numbers. Consider using [method @GlobalScope.posmod] instead if you want to handle negative numbers. [codeblock] print(Vector4i(10, -20, 30, -40) % Vector4i(7, 8, 9, 10)) # Prints "(3, -4, 3, 0)" [/codeblock] Gets the remainder of each component of the [Vector4i] with the the given [int]. This operation uses truncated division, which is often not desired as it does not work well with negative numbers. Consider using [method @GlobalScope.posmod] instead if you want to handle negative numbers. [codeblock] print(Vector4i(10, -20, 30, -40) % 7) # Prints "(3, -6, 2, -5)" [/codeblock] Multiplies each component of the [Vector4i] by the components of the given [Vector4i]. [codeblock] print(Vector4i(10, 20, 30, 40) * Vector4i(3, 4, 5, 6)) # Prints "(30, 80, 150, 240)" [/codeblock] Multiplies each component of the [Vector4i] by the given [float]. Returns a Vector4 value due to floating-point operations. [codeblock] print(Vector4i(10, 20, 30, 40) * 2) # Prints "(20, 40, 60, 80)" [/codeblock] Multiplies each component of the [Vector4i] by the given [int]. Adds each component of the [Vector4i] by the components of the given [Vector4i]. [codeblock] print(Vector4i(10, 20, 30, 40) + Vector4i(3, 4, 5, 6)) # Prints "(13, 24, 35, 46)" [/codeblock] Subtracts each component of the [Vector4i] by the components of the given [Vector4i]. [codeblock] print(Vector4i(10, 20, 30, 40) - Vector4i(3, 4, 5, 6)) # Prints "(7, 16, 25, 34)" [/codeblock] Divides each component of the [Vector4i] by the components of the given [Vector4i]. [codeblock] print(Vector4i(10, 20, 30, 40) / Vector4i(2, 5, 3, 4)) # Prints "(5, 4, 10, 10)" [/codeblock] Divides each component of the [Vector4i] by the given [float]. Returns a Vector4 value due to floating-point operations. [codeblock] print(Vector4i(10, 20, 30, 40) / 2 # Prints "(5, 10, 15, 20)" [/codeblock] Divides each component of the [Vector4i] by the given [int]. Compares two [Vector4i] vectors by first checking if the X value of the left vector is less than the X value of the [param right] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, Z values of the two vectors, and then with the W values. This operator is useful for sorting vectors. Compares two [Vector4i] vectors by first checking if the X value of the left vector is less than or equal to the X value of the [param right] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, Z values of the two vectors, and then with the W values. This operator is useful for sorting vectors. Returns [code]true[/code] if the vectors are exactly equal. Compares two [Vector4i] vectors by first checking if the X value of the left vector is greater than the X value of the [param right] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, Z values of the two vectors, and then with the W values. This operator is useful for sorting vectors. Compares two [Vector4i] vectors by first checking if the X value of the left vector is greater than or equal to the X value of the [param right] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, Z values of the two vectors, and then with the W values. This operator is useful for sorting vectors. Access vector components using their [param index]. [code]v[0][/code] is equivalent to [code]v.x[/code], [code]v[1][/code] is equivalent to [code]v.y[/code], [code]v[2][/code] is equivalent to [code]v.z[/code], and [code]v[3][/code] is equivalent to [code]v.w[/code]. Returns the same value as if the [code]+[/code] was not there. Unary [code]+[/code] does nothing, but sometimes it can make your code more readable. Returns the negative value of the [Vector4i]. This is the same as writing [code]Vector4i(-v.x, -v.y, -v.z, -v.w)[/code]. This operation flips the direction of the vector while keeping the same magnitude.