A vector4d type has x, y, z and w attributes.
						A
						
vector4d
						
						类型拥有
						
x
						
						,
						
y
						
						,
						
z
						
						and
						
w
						
						attributes, otherwise it is similar to the
						
vector3d
						
						type. Please see the documentation about the
						
vector3d
						
						type for more information.
					
						要创建
						
vector4d
						
						value, specify it as a "x,y,z,w" string, or define the components individually, or compose it with the Qt.vector4d() function.
					
The vector4d type has the following idempotent functions which can be invoked in QML:
| 函数签名 | 描述 | 范例 | 
|---|---|---|
| real dotProduct(vector4d other) | Returns the scalar real result of the dot product of 
this
								vector4d with the
other
								vector4d | var a = Qt.vector4d(1,2,3,4); var b = Qt . vector4d( 5 , 6 , 7 , 8 ); var c = a . dotProduct(b); console . log(c); // 70 | 
| vector4d times(matrix4x4 matrix) | Returns the vector4d result of transforming 
this
								vector4d with the 4x4
matrix
								with the matrix applied post-vector | var a = Qt.vector4d(1,2,3,4); var b = Qt . matrix4x4( 4 , 5 , 6 , 7 , 8 , 9 , 10 , 11 , 12 , 13 , 14 , 15 , 16 , 17 , 18 , 19 ); var c = a . times(b); console . log(c . toString()); // QVector4D(120, 130, 140, 150) | 
| vector4d times(vector4d other) | Returns the vector4d result of multiplying 
this
								vector4d with the
other
								vector4d | var a = Qt.vector4d(1,2,3,4); var b = Qt . vector4d( 5 , 6 , 7 , 8 ); var c = a . times(b); console . log(c . toString()); // QVector4D(5, 12, 21, 32) | 
| vector4d times(real factor) | Returns the vector4d result of multiplying 
this
								vector4d with the scalar
factor
								 | var a = Qt.vector4d(1,2,3,4); var b = 4.48 ; var c = a . times(b); console . log(c . toString()); // QVector3D(4.48, 8.96, 13.44 , 17.92 ) | 
| vector4d plus(vector4d other) | Returns the vector4d result of the addition of 
this
								vector4d with the
other
								vector4d | var a = Qt.vector4d(1,2,3,4); var b = Qt . vector4d( 5 , 6 , 7 , 8 ); var c = a . plus(b); console . log(c . toString()); // QVector4D(6, 8, 10, 12) | 
| vector4d minus(vector4d other) | Returns the vector4d result of the subtraction of 
other
								vector4d from
this
								vector4d | var a = Qt.vector4d(1,2,3,4); var b = Qt . vector4d( 5 , 6 , 7 , 8 ); var c = a . minus(b); console . log(c . toString()); // QVector4D(-4, -4, -4, -4) | 
| vector4d normalized() | Returns the normalized form of 
this
								vector | var a = Qt.vector4d(1,2,3,4); var b = a . normalized(); console . log(b . toString()); // QVector4D(0.182574, 0.365148, 0.547723, 0.730297) | 
| real length() | Returns the scalar real value of the length of 
this
								vector3d | var a = Qt.vector4d(1,2,3,4); var b = a . length(); console . log(b . toString()); // 5.477225575051661 | 
| vector2d toVector2d() | Returns the vector2d result of converting 
this
								vector4d to a vector2d | var a = Qt.vector4d(1,2,3,4); var b = a . toVector2d(); console . log(b . toString()); // QVector2D(1, 2) | 
| vector3d toVector3d() | Returns the vector3d result of converting 
this
								vector4d to a vector3d | var a = Qt.vector4d(1,2,3,4); var b = a . toVector3d(); console . log(b . toString()); // QVector3D(1, 2, 3) | 
| bool fuzzyEquals(vector4d other, real epsilon) | 返回 true 若 
this
								vector4d is approximately equal to the
other
								vector4d. The approximation will be true if each attribute of
this
								is within
epsilon
								of
other
								。注意,
epsilon
								is an optional argument, the default
epsilon
								is 0.00001. | var a = Qt.vector4d(1,2,3,4); var b = Qt . vector4d( 1.0001 , 1.9998 , 2.0001 , 3.9999 ); var c = a . fuzzyEquals(b); // default epsilon var d = a . fuzzyEquals(b , 0.005 ); // supplied epsilon console . log(c + " " + d); // false true | 
此基本类型的提供是通过 QtQuick 导入。
另请参阅 QML 基本类型 .