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.
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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¶
Operators¶
operator != ( Vector3 right ) |
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operator * ( Basis right ) |
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operator * ( Quaternion right ) |
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operator * ( Transform3D right ) |
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operator * ( Vector3 right ) |
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operator * ( float right ) |
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operator * ( int right ) |
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operator + ( Vector3 right ) |
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operator - ( Vector3 right ) |
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operator / ( Vector3 right ) |
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operator / ( float right ) |
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operator / ( int right ) |
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operator < ( Vector3 right ) |
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operator <= ( Vector3 right ) |
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operator == ( Vector3 right ) |
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operator > ( Vector3 right ) |
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operator >= ( Vector3 right ) |
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operator [] ( int index ) |
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operator unary+ ( ) |
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operator unary- ( ) |
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.
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]
.
Constructor Descriptions¶
Vector3 Vector3 ( )
Constructs a default-initialized Vector3 with all components set to 0
.
Vector3 Vector3 ( Vector3 from )
Constructs a Vector3 as a copy of the given Vector3.
Vector3 Vector3 ( Vector3i from )
Constructs a new Vector3 from Vector3i.
Vector3 Vector3 ( float x, float y, float z )
Returns a Vector3 with the given components.
Method Descriptions¶
Vector3 abs ( ) const
Returns a new vector with all components in absolute values (i.e. positive).
float angle_to ( Vector3 to ) const
Returns the unsigned minimum angle to the given vector, in radians.
Vector3 bezier_derivative ( Vector3 control_1, Vector3 control_2, Vector3 end, float t ) 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 ( Vector3 control_1, Vector3 control_2, Vector3 end, float t ) 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 ( Vector3 n ) const
Returns the vector "bounced off" from a plane defined by the given normal.
Vector3 ceil ( ) const
Returns a new vector with all components rounded up (towards positive infinity).
Vector3 clamp ( Vector3 min, Vector3 max ) const
Returns a new vector with all components clamped between the components of min
and max
, by running @GlobalScope.clamp on each component.
Vector3 cross ( Vector3 with ) const
Returns the cross product of this vector and with
.
Vector3 cubic_interpolate ( Vector3 b, Vector3 pre_a, Vector3 post_b, float weight ) 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 ( Vector3 b, Vector3 pre_a, Vector3 post_b, float weight, float b_t, float pre_a_t, float post_b_t ) 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 ( Vector3 to ) const
Returns the normalized vector pointing from this vector to to
. This is equivalent to using (b - a).normalized()
.
float distance_squared_to ( Vector3 to ) 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 ( Vector3 to ) const
Returns the distance between this vector and to
.
float dot ( Vector3 with ) 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 straight angle (90 degrees), greater than 0