Vector3¶
Vector used for 3D math using floating point coordinates.
Description¶
3-element structure that can be used to represent positions in 3D space or any other triplet of numeric values.
It uses floating-point coordinates. 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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ceil ( ) const |
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cubic_interpolate ( Vector3 b, Vector3 pre_a, Vector3 post_b, float weight ) const |
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direction_to ( Vector3 to ) const |
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distance_squared_to ( Vector3 to ) const |
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distance_to ( Vector3 to ) const |
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floor ( ) const |
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inverse ( ) const |
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is_equal_approx ( Vector3 to ) const |
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is_normalized ( ) const |
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length ( ) const |
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length_squared ( ) const |
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limit_length ( float length=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 ( Vector3 to, float delta ) const |
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normalized ( ) const |
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octahedron_decode ( Vector2 uv ) 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 ( Vector3 to, Vector3 axis ) const |
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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
Default |
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The vector's X component. Also accessible by using the index position [0]
.
float y
Default |
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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]
.
Constructor Descriptions¶
Vector3 Vector3 ( )
Constructs a default-initialized Vector3
with all components set to 0
.
Constructs a Vector3
as a copy of the given Vector3
.
Constructs a new Vector3
from Vector3i.
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).
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 ( ) const
Returns a new vector with all components rounded up (towards positive infinity).
Returns a new vector with all components clamped between the components of min
and max
, by running @GlobalScope.clamp on each component.
Returns the cross product of this vector and with
.
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 to
. This is equivalent to using (b - a).normalized()
.
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.
Returns the distance between this vector and to
.
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 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 ( ) const
Returns a new vector with all components rounded down (towards negative infinity).
Vector3 inverse ( ) const
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 @GlobalScope.is_equal_approx on each component.
bool is_normalized ( ) const
Returns true
if the vector is normalized, false
otherwise.
float length ( ) const
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.
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.
Returns the vector with a maximum length by limiting its length to length
.
int max_axis_index ( ) const
Returns the axis of the vector's highest value. See AXIS_*
constants. If all components are equal, this method returns AXIS_X.
int min_axis_index ( ) const
Returns the axis of the vector's lowest 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 ( ) const
Returns the vector scaled to unit length. Equivalent to v / v.length()
.
Vector2 octahedron_encode ( ) const
Returns the outer product with with
.
Returns a vector composed of the @GlobalScope.fposmod of this vector's components and mod
.
Returns a vector composed of the @GlobalScope.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 ( ) const
Returns a new vector with all components rounded to the nearest integer, with halfway cases rounded away from zero.
Vector3 sign ( ) const
Returns a new vector with each component set to one or negative one, depending on the signs of the components, or zero if the component is zero, by calling @GlobalScope.sign on each component.
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.
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.
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.
Operator Descriptions¶
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.
Inversely transforms (multiplies) the Vector3
by the given Basis matrix.
Vector3 operator * ( Quaternion right )
Inversely transforms (multiplies) the Vector3
by the given Quaternion.
Vector3 operator * ( Transform3D right )
Inversely transforms (multiplies) the Vector3
by the given Transform3D transformation matrix.
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)"
Multiplies each component of the Vector3
by the given float.
Multiplies each component of the Vector3
by the given int.
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)"
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)"
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)"
Divides each component of the Vector3
by the given float.
Divides each component of the Vector3
by the given int.
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.
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.
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.
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.
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.
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
.
Vector3 operator unary+ ( )
Returns the same value as if the +
was not there. Unary +
does nothing, but sometimes it can make your code more readable.
Vector3 operator unary- ( )
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.