Vector3i
A 3D vector using integer coordinates.
Description
A 3-element structure that can be used to represent 3D grid coordinates or any other triplet of integers.
It uses integer coordinates and is therefore preferable to Vector3 when exact precision is required. Note that the values are limited to 32 bits, and unlike Vector3 this cannot be configured with an engine build option. Use int or PackedInt64Array if 64-bit values are needed.
Note: In a boolean context, a Vector3i will evaluate to false
if it’s equal to Vector3i(0, 0, 0)
. Otherwise, a Vector3i will always evaluate to true
.
Tutorials
Properties
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Constructors
Vector3i() | |
Methods
abs() const | |
distance_squared_to(to: Vector3i) const | |
distance_to(to: Vector3i) const | |
length() const | |
length_squared() const | |
max_axis_index() const | |
min_axis_index() const | |
sign() const | |
Operators
operator !=(right: Vector3i) | |
operator %(right: Vector3i) | |
operator %(right: int) | |
operator *(right: int) | |
operator +(right: Vector3i) | |
operator -(right: Vector3i) | |
operator /(right: Vector3i) | |
operator /(right: float) | |
operator /(right: int) | |
operator <(right: Vector3i) | |
operator <=(right: Vector3i) | |
operator ==(right: Vector3i) | |
operator >(right: Vector3i) | |
operator >=(right: Vector3i) | |
operator [](index: int) | |
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 = Vector3i(0, 0, 0)
🔗
Zero vector, a vector with all components set to 0
.
ONE = Vector3i(1, 1, 1)
🔗
One vector, a vector with all components set to 1
.
MIN = Vector3i(-2147483648, -2147483648, -2147483648)
🔗
Min vector, a vector with all components equal to INT32_MIN
. Can be used as a negative integer equivalent of Vector3.INF.
MAX = Vector3i(2147483647, 2147483647, 2147483647)
🔗
Max vector, a vector with all components equal to INT32_MAX
. Can be used as an integer equivalent of Vector3.INF.
LEFT = Vector3i(-1, 0, 0)
🔗
Left unit vector. Represents the local direction of left, and the global direction of west.
RIGHT = Vector3i(1, 0, 0)
🔗
Right unit vector. Represents the local direction of right, and the global direction of east.
UP = Vector3i(0, 1, 0)
🔗
Up unit vector.
DOWN = Vector3i(0, -1, 0)
🔗
Down unit vector.
FORWARD = Vector3i(0, 0, -1)
🔗
Forward unit vector. Represents the local direction of forward, and the global direction of north.
BACK = Vector3i(0, 0, 1)
🔗
Back unit vector. Represents the local direction of back, and the global direction of south.
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 Vector3i with all components set to 0
.
Vector3i Vector3i(from: Vector3i)
Constructs a Vector3i as a copy of the given Vector3i.
Vector3i Vector3i(from: Vector3)
Constructs a new Vector3i from the given Vector3 by truncating components’ fractional parts (rounding towards zero). For a different behavior consider passing the result of Vector3.ceil, Vector3.floor or Vector3.round to this constructor instead.
Vector3i Vector3i(x: int, y: int, z: int)
Returns a Vector3i with the given components.
Method Descriptions
Returns a new vector with all components in absolute values (i.e. positive).
Vector3i clamp(min: Vector3i, max: Vector3i) const 🔗
Returns a new vector with all components clamped between the components of min
and max
, by running @GlobalScope.clamp on each component.
Vector3i clampi(min: int, max: int) const 🔗
Returns a new vector with all components clamped between min
and max
, by running @GlobalScope.clamp on each component.
int distance_squared_to(to: Vector3i) 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: Vector3i) const 🔗
Returns the distance between this vector and to
.
Returns the length (magnitude) of this vector.
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.
Vector3i max(with: Vector3i) const 🔗
Returns the component-wise maximum of this and with
, equivalent to Vector3i(maxi(x, with.x), maxi(y, with.y), maxi(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.
Vector3i maxi(with: int) const 🔗
Returns the component-wise maximum of this and with
, equivalent to Vector3i(maxi(x, with), maxi(y, with), maxi(z, with))
.
Vector3i min(with: Vector3i) const 🔗
Returns the component-wise minimum of this and with
, equivalent to Vector3i(mini(x, with.x), mini(y, with.y), mini(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.
Vector3i mini(with: int) const 🔗
Returns the component-wise minimum of this and with
, equivalent to Vector3i(mini(x, with), mini(y, with), mini(z, with))
.
Returns a new vector with each component set to 1
if it’s positive, -1
if it’s negative, and 0
if it’s zero. The result is identical to calling @GlobalScope.sign on each component.
Vector3i snapped(step: Vector3i) const 🔗
Returns a new vector with each component snapped to the closest multiple of the corresponding component in step
.
Vector3i snappedi(step: int) const 🔗
Returns a new vector with each component snapped to the closest multiple of step
.
Operator Descriptions
bool operator !=(right: Vector3i) 🔗
Returns true
if the vectors are not equal.
Vector3i operator %(right: Vector3i) 🔗
Gets the remainder of each component of the Vector3i with the components of the given Vector3i. This operation uses truncated division, which is often not desired as it does not work well with negative numbers. Consider using @GlobalScope.posmod instead if you want to handle negative numbers.
print(Vector3i(10, -20, 30) % Vector3i(7, 8, 9)) # Prints "(3, -4, 3)"
Vector3i operator %(right: int) 🔗
Gets the remainder of each component of the Vector3i with the given int. This operation uses truncated division, which is often not desired as it does not work well with negative numbers. Consider using @GlobalScope.posmod instead if you want to handle negative numbers.
print(Vector3i(10, -20, 30) % 7) # Prints "(3, -6, 2)"
Vector3i operator *(right: Vector3i) 🔗
Multiplies each component of the Vector3i by the components of the given Vector3i.
print(Vector3i(10, 20, 30) * Vector3i(3, 4, 5)) # Prints "(30, 80, 150)"
Vector3 operator *(right: float) 🔗
Multiplies each component of the Vector3i by the given float. Returns a Vector3.
print(Vector3i(10, 15, 20) * 0.9) # Prints "(9, 13.5, 18)"
Vector3i operator *(right: int) 🔗
Multiplies each component of the Vector3i by the given int.
Vector3i operator +(right: Vector3i) 🔗
Adds each component of the Vector3i by the components of the given Vector3i.
print(Vector3i(10, 20, 30) + Vector3i(3, 4, 5)) # Prints "(13, 24, 35)"
Vector3i operator -(right: Vector3i) 🔗
Subtracts each component of the Vector3i by the components of the given Vector3i.
print(Vector3i(10, 20, 30) - Vector3i(3, 4, 5)) # Prints "(7, 16, 25)"
Vector3i operator /(right: Vector3i) 🔗
Divides each component of the Vector3i by the components of the given Vector3i.
print(Vector3i(10, 20, 30) / Vector3i(2, 5, 3)) # Prints "(5, 4, 10)"
Vector3 operator /(right: float) 🔗
Divides each component of the Vector3i by the given float. Returns a Vector3.
print(Vector3i(10, 20, 30) / 2.9) # Prints "(5, 10, 15)"
Vector3i operator /(right: int) 🔗
Divides each component of the Vector3i by the given int.
bool operator <(right: Vector3i) 🔗
Compares two Vector3i 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.
bool operator <=(right: Vector3i) 🔗
Compares two Vector3i 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.
bool operator ==(right: Vector3i) 🔗
Returns true
if the vectors are equal.
bool operator >(right: Vector3i) 🔗
Compares two Vector3i 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.
bool operator >=(right: Vector3i) 🔗
Compares two Vector3i 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.
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 Vector3i. This is the same as writing Vector3i(-v.x, -v.y, -v.z)
. This operation flips the direction of the vector while keeping the same magnitude.
User-contributed notes
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