GLKVector4

Overview

The GLKVector4 type defines a 4-component floating-point vector as well as many mathematical operations commonly used to manipulate vectors. Graphics programming uses vectors extensively to represent positions, normals, colors and other data structures.

The functions that manipulate GLKVector4 structures treat the inputs as immutable, instead returning a new vector that represent the results of the operation.

Topics

Creating Vectors

GLKVector4Make

Returns a new four-component vector created from individual component values.

GLKVector4MakeWithArray

Returns a new four-component vector created from an array of components.

GLKVector4MakeWithVector3

Returns a new four-component vector created by combining a three-component vector with a scalar value.

Retrieving Information About a Vector

GLKVector4Length

Returns the length of a vector.

GLKVector4Distance

Returns the distance between two points.

Mathematical Operations Performed on Vectors

GLKVector4Negate

Returns a new vector created by negating the component values of another vector.

GLKVector4Normalize

Returns a new vector created by normalizing an input vector to a length of 1.0.

GLKVector4AddScalar

Returns a new vector created by adding a scalar value to each component of a vector.

GLKVector4SubtractScalar

Returns a new vector created by subtracting a scalar value from each component of a vector.

GLKVector4MultiplyScalar

Returns a new vector created by multiplying each component of a vector by a scalar value.

GLKVector4DivideScalar

Returns a new vector created by dividing each component of a vector by a scalar value.

GLKVector4Add

Returns the sum of two vectors.

GLKVector4Subtract

Returns the difference between two vectors.

GLKVector4Multiply

Returns the product of two vectors.

GLKVector4Divide

Returns a new vector created by dividing one vector by another.

GLKVector4DotProduct

Returns the dot product of two vectors.

GLKVector4CrossProduct

Returns the cross product of two vectors.

GLKVector4Lerp

Returns a new vector created by linearly interpreting between two vectors.

GLKVector4Project

Returns a new vector created by projecting a vector onto another vector.

GLKVector4Maximum

Returns a new vector whose component value at each position is the largest component value at the same position in the source vectors.

GLKVector4Minimum

Returns a new vector whose component value at each position is the smallest component value at the same position in the source vectors.

Comparison Operations

GLKVector4AllEqualToScalar

Returns a Boolean value that states whether all the components of the source vector are equal to a scalar value.

GLKVector4AllEqualToVector4

Returns a Boolean value that indicates whether each component of the first vector is equal to the corresponding component of a second vector.

GLKVector4AllGreaterThanOrEqualToScalar

Returns a Boolean value that states whether all the components of the source vector are greater than or equal to a scalar value.

GLKVector4AllGreaterThanOrEqualToVector4

Returns a Boolean value that indicates whether each component of the first vector is greater than or equal to the corresponding component of a second vector.

GLKVector4AllGreaterThanScalar

Returns a Boolean value that states whether all the components of the source vector are greater than a scalar value.

GLKVector4AllGreaterThanVector4

Returns a Boolean value that indicates whether each component of the first vector is greater than the corresponding component of a second vector.

Data Types

GLKVector4

A representation of a 4-component vector.

See Also

Math Utilties

GLKMatrixStackRef

An opaque type that represents a stack of 4 x 4 matrices, providing support for hierarchical transform modeling and similar tasks.