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 pair 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.

Properties

float

x

0.0

float

y

0.0

float

z

0.0

Methods

Vector3

Vector3 ( ) constructor

Vector3

Vector3 ( Vector3 from ) constructor

Vector3

Vector3 ( Vector3i from ) constructor

Vector3

Vector3 ( float x, float y, float z ) constructor

Vector3

abs ( ) const

float

angle_to ( Vector3 to ) const

Vector3

bounce ( Vector3 n ) const

Vector3

ceil ( ) const

Vector3

clamp ( Vector3 min, Vector3 max ) const

Vector3

cross ( Vector3 with ) const

Vector3

cubic_interpolate ( Vector3 b, Vector3 pre_a, Vector3 post_b, float weight ) const

Vector3

direction_to ( Vector3 b ) const

float

distance_squared_to ( Vector3 b ) const

float

distance_to ( Vector3 b ) const

float

dot ( Vector3 with ) const

Vector3

floor ( ) const

Vector3

inverse ( ) const

bool

is_equal_approx ( Vector3 to ) const

bool

is_normalized ( ) const

float

length ( ) const

float

length_squared ( ) const

Vector3

lerp ( Vector3 to, float weight ) const

Vector3

limit_length ( float length=1.0 ) const

int

max_axis ( ) const

int

min_axis ( ) const

Vector3

move_toward ( Vector3 to, float delta ) const

Vector3

normalized ( ) const

bool

operator != ( ) operator

bool

operator != ( Vector3 right ) operator

Vector3

operator * ( Vector3 right ) operator

Vector3

operator * ( Basis right ) operator

Vector3

operator * ( Quaternion right ) operator

Vector3

operator * ( Transform3D right ) operator

Vector3

operator * ( float right ) operator

Vector3

operator * ( int right ) operator

Vector3

operator + ( Vector3 right ) operator

Vector3

operator - ( Vector3 right ) operator

Vector3

operator / ( Vector3 right ) operator

Vector3

operator / ( float right ) operator

Vector3

operator / ( int right ) operator

bool

operator < ( Vector3 right ) operator

bool

operator <= ( Vector3 right ) operator

bool

operator == ( ) operator

bool

operator == ( Vector3 right ) operator

bool

operator > ( Vector3 right ) operator

bool

operator >= ( Vector3 right ) operator

float

operator [] ( int index ) operator

Vector3

operator unary+ ( ) operator

Vector3

operator unary- ( ) operator

Basis

outer ( Vector3 with ) const

Vector3

posmod ( float mod ) const

Vector3

posmodv ( Vector3 modv ) const

Vector3

project ( Vector3 b ) const

Vector3

reflect ( Vector3 n ) const

Vector3

rotated ( Vector3 by_axis, float phi ) const

Vector3

round ( ) const

Vector3

sign ( ) const

float

signed_angle_to ( Vector3 to, Vector3 axis ) const

Vector3

slerp ( Vector3 to, float weight ) const

Vector3

slide ( Vector3 n ) const

Vector3

snapped ( Vector3 step ) const

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

Default

0.0

The vector's X component. Also accessible by using the index position [0].


Default

0.0

The vector's Y component. Also accessible by using the index position [1].


Default

0.0

The vector's Z component. Also accessible by using the index position [2].

Method Descriptions

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.


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.


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 b.


Performs a cubic interpolation between vectors pre_a, a, b, post_b (a is current), by the given amount 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).


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).


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.


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 ( ) const

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 ( ) const

Returns the axis of the vector's smallest value. See AXIS_* constants. If all components are equal, this method returns AXIS_Z.


Moves this vector toward to by the fixed delta amount.


Returns the vector scaled to unit length. Equivalent to v / v.length().


  • bool operator != ( ) operator
















  • bool operator == ( ) operator





  • float operator [] ( int index ) operator


  • Vector3 operator unary+ ( ) operator


  • Vector3 operator unary- ( ) operator


Returns the outer product with b.


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 another vector b.


Returns this vector reflected from a plane defined by the given normal.


Rotates this vector around a given axis by phi radians. The axis must be a normalized vector.


Returns this vector with all components rounded to the nearest integer, with halfway cases rounded away from zero.


Returns a vector with each component set to one or negative one, depending on the signs of this vector's 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.

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.