hou.Vector4 class

A sequence of 4 floating point values, with associated mathematical operations.

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__(self, values)

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__(self, 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__(self, index, value)

This method lets you use square brackets to set a value on a vector.

setTo(self, 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__(self) → int

Returns 4. This method lets you call len() on a Vector4.

__add__(self, 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__(self, 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__(self, 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__(self, 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.Vector3 [2, 4, 6, 8]>
>>> 2 * v
<hou.Vector3 [2, 4, 6, 8]>
length(self) → 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(self) → 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(self) → 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(self, 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].

isAlmostEqual(self, 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.