A Vector4 could be used to represent a position or direction in 4D space. In 3D math, however, it is more commonly used to represent either a position or a vector, depending on the value of the fourth component. Positions have a fourth component of 1.0, and vectors have a fourth component of 0.0. Subtracting a position from another yields a vector, adding two vectors together yields a vector, and adding a point and a vector yields a point. Operations that yield a fourth component value other than 0 or 1, like adding two points together, are not valid. Similarly, is makes sense to speak about a vector’s length but not a position’s length. The fourth component also affects how the position/vector is transformed; see hou.Vector3.__mul__ for more information.
See also hou.Vector2 and hou.Vector3.
Methods ¶
__init__(values=(0.0, 0.0, 0.0, 0.0))
Return a new Vector4 from a sequence of floats. If this method is called without parameters, the resulting vector contains the values (0.0, 0.0, 0.0, 0.0).
You can also construct a Vector4 from a hou.Vector3. The new vector has its fourth component set to 1.0.
Raises InvalidSize
if values
is not 4 elements long, or TypeError
if values
is not a sequence of floats or ints.
__getitem__(index)
→ float
Return the float component at the specified index. This method makes vectors behave as sequences (so you can, for example, use a for loop on the elements of a vector, convert a vector to a tuple of floats, etc.) and lets you use square brackets to index into a vector.
__setitem__(index, value)
This method lets you use square brackets to set a value on a vector.
setTo(sequence)
Set the contents of this vector to a sequence of floats.
Raises InvalidSize
if values
is not 4 elements long, or TypeError
if values
is not a sequence of floats or ints.
__len__()
→ int
Returns 4. This method lets you call len() on a Vector4.
__add__(vector4)
→ hou.Vector4
Add two vectors, returning a new vector with each component (including
the last one) equal to the sum of the corresponding components in the two
vectors. This method lets you write v1 + v2
, where v1
and v2
are
Vector4 objects.
This method is equivalent to hou.Vector4(self[0] + vector4[0],
self[1] + vector4[1], self[2] + vector4[2], self[3] + vector4[3])
.
__sub__(vector4)
→ hou.Vector4
Subtract a vector from another, returning a new vector with each component
(including the last one) equal to the first vector’s corresponding
component minus the second vector’s. This method lets you write v1 - v2
,
where v1
and v2
are Vector4 objects.
This method is equivalent to hou.Vector4(self[0] - vector4[0],
self[1] - vector4[1], self[2] - vector4[2], self[3] - vector4[3])
.
__mul__(scalar_or_matrix4)
→ hou.Vector4
Multiply a vector with a scalar or with a matrix, returning a new vector.
This method lets you write v * s
or v * m
where v
is a vector, s
is
a float scalar, and m
is a hou.Matrix4.
See hou.Vector3.__mul__ for more information.
__rmul__(scalar)
→ hou.Vector4
Multiply this vector with a scalar, returning a new vector. This method
lets you write s * v
, where v
is a vector and s
is a float scalar.
See also hou.Vector4.__mul__, which lets you write v * s
.
>>> v = hou.Vector4(1, 2, 3, 4) >>> v * 2 <hou.Vector4 [2, 4, 6, 8]> >>> 2 * v <hou.Vector4 [2, 4, 6, 8]>
__div__(scalar)
→ hou.Vector4
Divide a vector by a float scalar, returning a new vector. This method
lets you write v / s
where v
is a vector and s
is a float.
This method is equivalent to
hou.Vector4(self[0] / scalar, self[1] / scalar, self[2] / scalar, self[3] / scalar)
.
length()
→ float
Interpret this vector as a 4D direction vector and return its length. If this vector is representing a 3D direction (so the fourth component is 0), the result is the 3D length.
The result is the same as
math.sqrt(self[0]**2 + self[1]**2 + self[2]**2 + self[3]**2)
.
lengthSquared()
→ float
Return the result of self.length()**2
. The result is the same as
self[0]**2 + self[1]**2 + self[2]**2 + self[3]**2
.
normalized()
→ Vector4
Interpret this vector as a 4D direction and return a vector with the same direction but with a length of 1. If this vector being used to represent a 3D direction (so the fourth component is 0), the result is still meaningful, and represents the corresponding 3D direction.
If the vector’s length is 0 (or close to it), the result is the original vector.
For vectors with non-zero lengths, this method is equivalent to
self * (1.0/self.length())
.
dot(vector4)
→ float
Return the dot product between this 4D vector and the one in the parameter.
This value is equal to self[0]*vector4[0] + self[1]*vector4[1] +
self[2]*vector4[2] + self[3]*vector4[3]
.
almostEqual(vector4, tolerance=0.00001)
→ bool
Deprecated. Use Vector4.isAlmostEqual instead.
isAlmostEqual(vector4, tolerance=0.00001)
→ bool
Return whether this vector is equal to another, within a tolerance. Verifies that the difference between each component of this vector and the corresponding component of the other vector is within the tolerance.
ocio_transform(src_space, dest_space)
→ hou.Vector4
Use Open Color IO to transform the color from the source space to the destination space.
x()
→ float
Return the first component of the vector. Equivalent to v/hom/hou/0.html.
y()
→ float
Return the second component of the vector. Equivalent to v/hom/hou/1.html.
z()
→ float
Return the third component of the vector. Equivalent to v/hom/hou/2.html.
w()
→ float
Return the fourth component of the vector. Equivalent to v/hom/hou/3.html.