Vector3¶
Vector used for 3D math.
Description¶
3-element structure that can be used to represent positions in 3D space or any other triplet of numeric values.
Note: In a boolean context, a Vector3 will evaluate to false
if it's equal to Vector3(0, 0, 0)
. Otherwise, a Vector3 will always evaluate to true
.
Tutorials¶
Properties¶
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Methods¶
abs ( ) |
|
ceil ( ) |
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cubic_interpolate ( Vector3 b, Vector3 pre_a, Vector3 post_b, float weight ) |
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direction_to ( Vector3 b ) |
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distance_squared_to ( Vector3 b ) |
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distance_to ( Vector3 b ) |
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floor ( ) |
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inverse ( ) |
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is_equal_approx ( Vector3 v ) |
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is_normalized ( ) |
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is_zero_approx ( ) |
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length ( ) |
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length_squared ( ) |
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limit_length ( float length=1.0 ) |
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linear_interpolate ( Vector3 to, float weight ) |
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max_axis ( ) |
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min_axis ( ) |
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move_toward ( Vector3 to, float delta ) |
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normalized ( ) |
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round ( ) |
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sign ( ) |
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signed_angle_to ( Vector3 to, Vector3 axis ) |
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Constants¶
AXIS_X = 0
Enumerated value for the X axis. Returned by max_axis and min_axis.
AXIS_Y = 1
Enumerated value for the Y axis. Returned by max_axis and min_axis.
AXIS_Z = 2
Enumerated value for the Z axis. Returned by max_axis and min_axis.
ZERO = Vector3( 0, 0, 0 )
Zero vector, a vector with all components set to 0
.
ONE = Vector3( 1, 1, 1 )
One vector, a vector with all components set to 1
.
INF = Vector3( inf, inf, inf )
Infinity vector, a vector with all components set to @GDScript.INF.
LEFT = Vector3( -1, 0, 0 )
Left unit vector. Represents the local direction of left, and the global direction of west.
RIGHT = Vector3( 1, 0, 0 )
Right unit vector. Represents the local direction of right, and the global direction of east.
UP = Vector3( 0, 1, 0 )
Up unit vector.
DOWN = Vector3( 0, -1, 0 )
Down unit vector.
FORWARD = Vector3( 0, 0, -1 )
Forward unit vector. Represents the local direction of forward, and the global direction of north.
BACK = Vector3( 0, 0, 1 )
Back unit vector. Represents the local direction of back, and the global direction of south.
Property Descriptions¶
float x = 0.0
The vector's X component. Also accessible by using the index position [0]
.
float y = 0.0
The vector's Y component. Also accessible by using the index position [1]
.
float z = 0.0
The vector's Z component. Also accessible by using the index position [2]
.
Method Descriptions¶
Vector3 Vector3 ( float x, float y, float z )
Returns a Vector3 with the given components.
Vector3 abs ( )
Returns a new vector with all components in absolute values (i.e. positive).
Returns the unsigned minimum angle to the given vector, in radians.
Returns the vector "bounced off" from a plane defined by the given normal.
Vector3 ceil ( )
Returns a new vector with all components rounded up (towards positive infinity).
Returns the cross product of this vector and b
.
This returns a vector perpendicular to both this and b
, which would be the normal vector of the plane defined by the two vectors. As there are two such vectors, in opposite directions, this method returns the vector defined by a right-handed coordinate system. If the two vectors are parallel this returns an empty vector, making it useful for testing if two vectors are parallel.
Vector3 cubic_interpolate ( Vector3 b, Vector3 pre_a, Vector3 post_b, float weight )
Performs a cubic interpolation between this vector and b
using pre_a
and post_b
as handles, and returns the result at position weight
. weight
is on the range of 0.0 to 1.0, representing the amount of interpolation.
Vector3 direction_to ( Vector3 b )
Returns the normalized vector pointing from this vector to b
. This is equivalent to using (b - a).normalized()
.
float distance_squared_to ( Vector3 b )
Returns the squared distance between this vector and b
.
This method runs faster than distance_to, so prefer it if you need to compare vectors or need the squared distance for some formula.
float distance_to ( Vector3 b )
Returns the distance between this vector and b
.
Returns the dot product of this vector and b
. This can be used to compare the angle between two vectors. For example, this can be used to determine whether an enemy is facing the player.
The dot product will be 0
for a straight angle (90 degrees), greater than 0 for angles narrower than 90 degrees and lower than 0 for angles wider than 90 degrees.
When using unit (normalized) vectors, the result will always be between -1.0
(180 degree angle) when the vectors are facing opposite directions, and 1.0
(0 degree angle) when the vectors are aligned.
Note: a.dot(b)
is equivalent to b.dot(a)
.
Vector3 floor ( )
Returns a new vector with all components rounded down (towards negative infinity).
Vector3 inverse ( )
Returns the inverse of the vector. This is the same as Vector3( 1.0 / v.x, 1.0 / v.y, 1.0 / v.z )
.
bool is_equal_approx ( Vector3 v )
Returns true
if this vector and v
are approximately equal, by running @GDScript.is_equal_approx on each component.
bool is_normalized ( )
Returns true
if the vector is normalized, false
otherwise.
bool is_zero_approx ( )
Returns true
if this vector's values are approximately zero, by running @GDScript.is_zero_approx on each component.
This method is faster than using is_equal_approx with one value as a zero vector.
float length ( )
Returns the length (magnitude) of this vector.
float length_squared ( )
Returns the squared length (squared magnitude) of this vector.
This method runs faster than length, so prefer it if you need to compare vectors or need the squared distance for some formula.
Vector3 limit_length ( float length=1.0 )
Returns the vector with a maximum length by limiting its length to length
.
Vector3 linear_interpolate ( Vector3 to, float weight )
Returns the result of the linear interpolation between this vector and to
by amount t
. weight
is on the range of 0.0 to 1.0, representing the amount of interpolation.
int max_axis ( )
Returns the axis of the vector's largest value. See AXIS_*
constants. If all components are equal, this method returns AXIS_X.
int min_axis ( )
Returns the axis of the vector's smallest value. See AXIS_*
constants. If all components are equal, this method returns AXIS_Z.
Vector3 move_toward ( Vector3 to, float delta )
Returns a new vector moved toward to
by the fixed delta
amount. Will not go past the final value.
Vector3 normalized ( )
Returns the vector scaled to unit length. Equivalent to v / v.length()
.
Returns the outer product with b
.
Returns a vector composed of the @GDScript.fposmod of this vector's components and mod
.
Vector3 posmodv ( Vector3 modv )
Returns a vector composed of the @GDScript.fposmod of this vector's components and modv
's components.
Returns this vector projected onto the vector b
.
Returns this vector reflected from a plane defined by the given normal.
Vector3 rotated ( Vector3 axis, float angle )
Rotates this vector around a given axis by angle
(in radians). The axis must be a normalized vector.
Vector3 round ( )
Returns a new vector with all components rounded to the nearest integer, with halfway cases rounded away from zero.
Vector3 sign ( )
Returns a new vector with each component set to one or negative one, depending on the signs of the components. If a component is zero, it returns positive one.
float signed_angle_to ( Vector3 to, Vector3 axis )
Returns the signed angle to the given vector, in radians. The sign of the angle is positive in a counter-clockwise direction and negative in a clockwise direction when viewed from the side specified by the axis
.
Vector3 slerp ( Vector3 to, float weight )
Returns the result of spherical linear interpolation between this vector and to
, by amount weight
. weight
is on the range of 0.0 to 1.0, representing the amount of interpolation.
Note: Both vectors must be normalized.
Returns this vector slid along a plane defined by the given normal.
Vector3 snapped ( Vector3 by )
Returns this vector with each component snapped to the nearest multiple of step
. This can also be used to round to an arbitrary number of decimals.
Basis to_diagonal_matrix ( )
Returns a diagonal matrix with the vector as main diagonal.
This is equivalent to a Basis with no rotation or shearing and this vector's components set as the scale.