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 ( ) | |
cubic_interpolate ( Vector3 b, Vector3 pre_a, Vector3 post_b, float weight ) | |
direction_to ( Vector3 b ) | |
distance_squared_to ( Vector3 b ) | |
distance_to ( Vector3 b ) | |
floor ( ) | |
inverse ( ) | |
is_equal_approx ( Vector3 v ) | |
is_normalized ( ) | |
length ( ) | |
length_squared ( ) | |
limit_length ( float length=1.0 ) | |
linear_interpolate ( Vector3 to, float weight ) | |
max_axis ( ) | |
min_axis ( ) | |
move_toward ( Vector3 to, float delta ) | |
normalized ( ) | |
round ( ) | |
sign ( ) | |
signed_angle_to ( Vector3 to, Vector3 axis ) | |
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
Default |
|
The vector’s X component. Also accessible by using the index position [0]
.
- float y
Default |
|
The vector’s Y component. Also accessible by using the index position [1]
.
- float z
Default |
|
The vector’s Z component. Also accessible by using the index position [2]
.
Method Descriptions
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
.
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.
Returns the normalized vector pointing from this vector to b
. This is equivalent to using (b - a).normalized()
.
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.
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 )
.
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.
- 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.
Returns the vector with a maximum length by limiting its length to length
.
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.
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
.
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.
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.
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
.
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.
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.