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Vector3
A 3D vector using floating-point coordinates.
Description
A 3-element structure that can be used to represent 3D coordinates or any other triplet of numeric values.
It uses floating-point coordinates. By default, these floating-point values use 32-bit precision, unlike float which is always 64-bit. If double precision is needed, compile the engine with the option precision=double
.
See Vector3i for its integer counterpart.
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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Constructors
Vector3() |
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Methods
abs() const |
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bezier_derivative(control_1: Vector3, control_2: Vector3, end: Vector3, t: float) const |
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bezier_interpolate(control_1: Vector3, control_2: Vector3, end: Vector3, t: float) const |
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ceil() const |
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cubic_interpolate(b: Vector3, pre_a: Vector3, post_b: Vector3, weight: float) const |
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cubic_interpolate_in_time(b: Vector3, pre_a: Vector3, post_b: Vector3, weight: float, b_t: float, pre_a_t: float, post_b_t: float) const |
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direction_to(to: Vector3) const |
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distance_squared_to(to: Vector3) const |
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distance_to(to: Vector3) const |
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floor() const |
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inverse() const |
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is_equal_approx(to: Vector3) const |
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is_finite() const |
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is_normalized() const |
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is_zero_approx() const |
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length() const |
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length_squared() const |
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limit_length(length: float = 1.0) const |
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max_axis_index() const |
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min_axis_index() const |
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move_toward(to: Vector3, delta: float) const |
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normalized() const |
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octahedron_decode(uv: Vector2) static |
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octahedron_encode() const |
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round() const |
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sign() const |
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signed_angle_to(to: Vector3, axis: Vector3) const |
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Operators
operator !=(right: Vector3) |
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operator *(right: Basis) |
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operator *(right: Quaternion) |
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operator *(right: Transform3D) |
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operator *(right: Vector3) |
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operator *(right: float) |
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operator *(right: int) |
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operator +(right: Vector3) |
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operator -(right: Vector3) |
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operator /(right: Vector3) |
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operator /(right: float) |
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operator /(right: int) |
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operator <(right: Vector3) |
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operator <=(right: Vector3) |
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operator ==(right: Vector3) |
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operator >(right: Vector3) |
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operator >=(right: Vector3) |
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operator [](index: int) |
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Constants
AXIS_X = 0
🔗
Enumerated value for the X axis. Returned by max_axis_index and min_axis_index.
AXIS_Y = 1
🔗
Enumerated value for the Y axis. Returned by max_axis_index and min_axis_index.
AXIS_Z = 2
🔗
Enumerated value for the Z axis. Returned by max_axis_index and min_axis_index.
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. Keep in mind that the forward direction for lights, cameras, etc is different from 3D assets like characters, which face towards the camera by convention. Use MODEL_FRONT and similar constants when working in 3D asset space.
BACK = Vector3(0, 0, 1)
🔗
Back unit vector. Represents the local direction of back, and the global direction of south.
MODEL_LEFT = Vector3(1, 0, 0)
🔗
Unit vector pointing towards the left side of imported 3D assets.
MODEL_RIGHT = Vector3(-1, 0, 0)
🔗
Unit vector pointing towards the right side of imported 3D assets.
MODEL_TOP = Vector3(0, 1, 0)
🔗
Unit vector pointing towards the top side (up) of imported 3D assets.
MODEL_BOTTOM = Vector3(0, -1, 0)
🔗
Unit vector pointing towards the bottom side (down) of imported 3D assets.
MODEL_FRONT = Vector3(0, 0, 1)
🔗
Unit vector pointing towards the front side (facing forward) of imported 3D assets.
MODEL_REAR = Vector3(0, 0, -1)
🔗
Unit vector pointing towards the rear side (back) of imported 3D assets.
Property Descriptions
The vector's X component. Also accessible by using the index position [0]
.
The vector's Y component. Also accessible by using the index position [1]
.
The vector's Z component. Also accessible by using the index position [2]
.
Constructor Descriptions
Constructs a default-initialized Vector3 with all components set to 0
.
Vector3 Vector3(from: Vector3)
Constructs a Vector3 as a copy of the given Vector3.
Vector3 Vector3(from: Vector3i)
Constructs a new Vector3 from Vector3i.
Vector3 Vector3(x: float, y: float, z: float)
Returns a Vector3 with the given components.
Method Descriptions
Returns a new vector with all components in absolute values (i.e. positive).
float angle_to(to: Vector3) const 🔗
Returns the unsigned minimum angle to the given vector, in radians.
Vector3 bezier_derivative(control_1: Vector3, control_2: Vector3, end: Vector3, t: float) const 🔗
Returns the derivative at the given t
on the Bézier curve defined by this vector and the given control_1
, control_2
, and end
points.
Vector3 bezier_interpolate(control_1: Vector3, control_2: Vector3, end: Vector3, t: float) const 🔗
Returns the point at the given t
on the Bézier curve defined by this vector and the given control_1
, control_2
, and end
points.
Vector3 bounce(n: Vector3) const 🔗
Returns the vector "bounced off" from a plane defined by the given normal n
.
Note: bounce performs the operation that most engines and frameworks call reflect()
.
Returns a new vector with all components rounded up (towards positive infinity).
Vector3 clamp(min: Vector3, max: Vector3) const 🔗
Returns a new vector with all components clamped between the components of min
and max
, by running @GlobalScope.clamp on each component.
Vector3 clampf(min: float, max: float) const 🔗
Returns a new vector with all components clamped between min
and max
, by running @GlobalScope.clamp on each component.
Vector3 cross(with: Vector3) const 🔗
Returns the cross product of this vector and with
.
This returns a vector perpendicular to both this and with
, 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(b: Vector3, pre_a: Vector3, post_b: Vector3, weight: float) const 🔗
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 cubic_interpolate_in_time(b: Vector3, pre_a: Vector3, post_b: Vector3, weight: float, b_t: float, pre_a_t: float, post_b_t: float) const 🔗
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.
It can perform smoother interpolation than cubic_interpolate by the time values.
Vector3 direction_to(to: Vector3) const 🔗
Returns the normalized vector pointing from this vector to to
. This is equivalent to using (b - a).normalized()
.
float distance_squared_to(to: Vector3) const 🔗
Returns the squared distance between this vector and to
.
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(to: Vector3) const 🔗
Returns the distance between this vector and to
.
float dot(with: Vector3) const 🔗
Returns the dot product of this vector and with
. 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 right 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)
.
Returns a new vector with all components rounded down (towards negative infinity).
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(to: Vector3) const 🔗
Returns true
if this vector and to
are approximately equal, by running @GlobalScope.is_equal_approx on each component.
Returns true
if this vector is finite, by calling @GlobalScope.is_finite on each component.
Returns true
if the vector is normalized, i.e. its length is approximately equal to 1.
Returns true
if this vector's values are approximately zero, by running @GlobalScope.is_zero_approx on each component.
This method is faster than using is_equal_approx with one value as a zero vector.
Returns the length (magnitude) of this vector.
float length_squared() const 🔗
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 lerp(to: Vector3, weight: float) const 🔗
Returns the result of the 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.
Vector3 limit_length(length: float = 1.0) const 🔗
Returns the vector with a maximum length by limiting its length to length
.
Vector3 max(with: Vector3) const 🔗
Returns the component-wise maximum of this and with
, equivalent to Vector3(maxf(x, with.x), maxf(y, with.y), maxf(z, with.z))
.
Returns the axis of the vector's highest value. See AXIS_*
constants. If all components are equal, this method returns AXIS_X.
Vector3 maxf(with: float) const 🔗
Returns the component-wise maximum of this and with
, equivalent to Vector3(maxf(x, with), maxf(y, with), maxf(z, with))
.
Vector3 min(with: Vector3) const 🔗
Returns the component-wise minimum of this and with
, equivalent to Vector3(minf(x, with.x), minf(y, with.y), minf(z, with.z))
.
Returns the axis of the vector's lowest value. See AXIS_*
constants. If all components are equal, this method returns AXIS_Z.
Vector3 minf(with: float) const 🔗
Returns the component-wise minimum of this and with
, equivalent to Vector3(minf(x, with), minf(y, with), minf(z, with))
.
Vector3 move_toward(to: Vector3, delta: float) const 🔗
Returns a new vector moved toward to
by the fixed delta
amount. Will not go past the final value.
Returns the result of scaling the vector to unit length. Equivalent to v / v.length()
. Returns (0, 0, 0)
if v.length() == 0
. See also is_normalized.
Note: This function may return incorrect values if the input vector length is near zero.
Vector3 octahedron_decode(uv: Vector2) static 🔗
Returns the Vector3 from an octahedral-compressed form created using octahedron_encode (stored as a Vector2).
Vector2 octahedron_encode() const 🔗
Returns the octahedral-encoded (oct32) form of this Vector3 as a Vector2. Since a Vector2 occupies 1/3 less memory compared to Vector3, this form of compression can be used to pass greater amounts of normalized Vector3s without increasing storage or memory requirements. See also octahedron_decode.
Note: octahedron_encode can only be used for normalized vectors. octahedron_encode does not check whether this Vector3 is normalized, and will return a value that does not decompress to the original value if the Vector3 is not normalized.
Note: Octahedral compression is lossy, although visual differences are rarely perceptible in real world scenarios.
Basis outer(with: Vector3) const 🔗
Returns the outer product with with
.
Vector3 posmod(mod: float) const 🔗
Returns a vector composed of the @GlobalScope.fposmod of this vector's components and mod
.
Vector3 posmodv(modv: Vector3) const 🔗
Returns a vector composed of the @GlobalScope.fposmod of this vector's components and modv
's components.
Vector3 project(b: Vector3) const 🔗
Returns a new vector resulting from projecting this vector onto the given vector b
. The resulting new vector is parallel to b
. See also slide.
Note: If the vector b
is a zero vector, the components of the resulting new vector will be @GDScript.NAN.
Vector3 reflect(n: Vector3) const 🔗
Returns the result of reflecting the vector through a plane defined by the given normal vector n
.
Note: reflect differs from what other engines and frameworks call reflect()
. In other engines, reflect()
returns the result of the vector reflected by the given plane. The reflection thus passes through the given normal. While in Redot the reflection passes through the plane and can be thought of as bouncing off the normal. See also bounce which does what most engines call reflect()
.
Vector3 rotated(axis: Vector3, angle: float) const 🔗
Returns the result of rotating this vector around a given axis by angle
(in radians). The axis must be a normalized vector. See also @GlobalScope.deg_to_rad.
Returns a new vector with all components rounded to the nearest integer, with halfway cases rounded away from zero.
Returns a new vector with each component set to 1.0
if it's positive, -1.0
if it's negative, and 0.0
if it's zero. The result is identical to calling @GlobalScope.sign on each component.
float signed_angle_to(to: Vector3, axis: Vector3) const 🔗
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(to: Vector3, weight: float) const 🔗
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.
This method also handles interpolating the lengths if the input vectors have different lengths. For the special case of one or both input vectors having zero length, this method behaves like lerp.
Vector3 slide(n: Vector3) const 🔗
Returns a new vector resulting from sliding this vector along a plane with normal n
. The resulting new vector is perpendicular to n
, and is equivalent to this vector minus its projection on n
. See also project.
Note: The vector n
must be normalized. See also normalized.
Vector3 snapped(step: Vector3) const 🔗
Returns a new vector with each component snapped to the nearest multiple of the corresponding component in step
. This can also be used to round the components to an arbitrary number of decimals.
Vector3 snappedf(step: float) const 🔗
Returns a new vector with each component snapped to the nearest multiple of step
. This can also be used to round the components to an arbitrary number of decimals.
Operator Descriptions
bool operator !=(right: Vector3) 🔗
Returns true
if the vectors are not equal.
Note: Due to floating-point precision errors, consider using is_equal_approx instead, which is more reliable.
Note: Vectors with @GDScript.NAN elements don't behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included.
Vector3 operator *(right: Basis) 🔗
Inversely transforms (multiplies) the Vector3 by the given Basis matrix, under the assumption that the basis is orthonormal (i.e. rotation/reflection is fine, scaling/skew is not).
vector * basis
is equivalent to basis.transposed() * vector
. See Basis.transposed.
For transforming by inverse of a non-orthonormal basis (e.g. with scaling) basis.inverse() * vector
can be used instead. See Basis.inverse.
Vector3 operator *(right: Quaternion) 🔗
Inversely transforms (multiplies) the Vector3 by the given Quaternion.
vector * quaternion
is equivalent to quaternion.inverse() * vector
. See Quaternion.inverse.
Vector3 operator *(right: Transform3D) 🔗
Inversely transforms (multiplies) the Vector3 by the given Transform3D transformation matrix, under the assumption that the transformation basis is orthonormal (i.e. rotation/reflection is fine, scaling/skew is not).
vector * transform
is equivalent to transform.inverse() * vector
. See Transform3D.inverse.
For transforming by inverse of an affine transformation (e.g. with scaling) transform.affine_inverse() * vector
can be used instead. See Transform3D.affine_inverse.
Vector3 operator *(right: Vector3) 🔗
Multiplies each component of the Vector3 by the components of the given Vector3.
print(Vector3(10, 20, 30) * Vector3(3, 4, 5)) # Prints "(30, 80, 150)"
Vector3 operator *(right: float) 🔗
Multiplies each component of the Vector3 by the given float.
Vector3 operator *(right: int) 🔗
Multiplies each component of the Vector3 by the given int.
Vector3 operator +(right: Vector3) 🔗
Adds each component of the Vector3 by the components of the given Vector3.
print(Vector3(10, 20, 30) + Vector3(3, 4, 5)) # Prints "(13, 24, 35)"
Vector3 operator -(right: Vector3) 🔗
Subtracts each component of the Vector3 by the components of the given Vector3.
print(Vector3(10, 20, 30) - Vector3(3, 4, 5)) # Prints "(7, 16, 25)"
Vector3 operator /(right: Vector3) 🔗
Divides each component of the Vector3 by the components of the given Vector3.
print(Vector3(10, 20, 30) / Vector3(2, 5, 3)) # Prints "(5, 4, 10)"
Vector3 operator /(right: float) 🔗
Divides each component of the Vector3 by the given float.
Vector3 operator /(right: int) 🔗
Divides each component of the Vector3 by the given int.
bool operator <(right: Vector3) 🔗
Compares two Vector3 vectors by first checking if the X value of the left vector is less than the X value of the right
vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, and then with the Z values. This operator is useful for sorting vectors.
Note: Vectors with @GDScript.NAN elements don't behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included.
bool operator <=(right: Vector3) 🔗
Compares two Vector3 vectors by first checking if the X value of the left vector is less than or equal to the X value of the right
vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, and then with the Z values. This operator is useful for sorting vectors.
Note: Vectors with @GDScript.NAN elements don't behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included.
bool operator ==(right: Vector3) 🔗
Returns true
if the vectors are exactly equal.
Note: Due to floating-point precision errors, consider using is_equal_approx instead, which is more reliable.
Note: Vectors with @GDScript.NAN elements don't behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included.
bool operator >(right: Vector3) 🔗
Compares two Vector3 vectors by first checking if the X value of the left vector is greater than the X value of the right
vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, and then with the Z values. This operator is useful for sorting vectors.
Note: Vectors with @GDScript.NAN elements don't behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included.
bool operator >=(right: Vector3) 🔗
Compares two Vector3 vectors by first checking if the X value of the left vector is greater than or equal to the X value of the right
vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, and then with the Z values. This operator is useful for sorting vectors.
Note: Vectors with @GDScript.NAN elements don't behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included.
float operator [](index: int) 🔗
Access vector components using their index
. v[0]
is equivalent to v.x
, v[1]
is equivalent to v.y
, and v[2]
is equivalent to v.z
.
Returns the same value as if the +
was not there. Unary +
does nothing, but sometimes it can make your code more readable.
Returns the negative value of the Vector3. This is the same as writing Vector3(-v.x, -v.y, -v.z)
. This operation flips the direction of the vector while keeping the same magnitude. With floats, the number zero can be either positive or negative.