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.

Symbols

Creating Vectors

`func GLKVector4Make(Float, Float, Float, Float)`

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

`func GLKVector4Make​With​Array(Unsafe​Mutable​Pointer<Float>!)`

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

`func GLKVector4Make​With​Vector3(GLKVector3, Float)`

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

Mathematical Operations Performed on Vectors

`func GLKVector4Negate(GLKVector4)`

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

`func GLKVector4Normalize(GLKVector4)`

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

`func GLKVector4Add​Scalar(GLKVector4, Float)`

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

`func GLKVector4Subtract​Scalar(GLKVector4, Float)`

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

`func GLKVector4Multiply​Scalar(GLKVector4, Float)`

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

`func GLKVector4Divide​Scalar(GLKVector4, Float)`

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

`func GLKVector4Subtract(GLKVector4, GLKVector4)`

Returns the difference between two vectors.

`func GLKVector4Divide(GLKVector4, GLKVector4)`

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

`func GLKVector4Lerp(GLKVector4, GLKVector4, Float)`

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

`func GLKVector4Project(GLKVector4, GLKVector4)`

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

`func GLKVector4Maximum(GLKVector4, GLKVector4)`

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

`func GLKVector4Minimum(GLKVector4, GLKVector4)`

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

`func GLKVector4All​Equal​To​Scalar(GLKVector4, Float)`

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

`func GLKVector4All​Equal​To​Vector4(GLKVector4, GLKVector4)`

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

`func GLKVector4All​Greater​Than​Or​Equal​To​Scalar(GLKVector4, Float)`

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

`func GLKVector4All​Greater​Than​Or​Equal​To​Vector4(GLKVector4, GLKVector4)`

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.

`func GLKVector4All​Greater​Than​Scalar(GLKVector4, Float)`

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

`func GLKVector4All​Greater​Than​Vector4(GLKVector4, GLKVector4)`

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.