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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. 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. Keep in mind that the forward direction for lights, cameras, etc is different from 3D assets like characters, which face towards the camera by convention. Use MODEL_FRONT and similar constants when working in 3D asset space.
BACK = Vector3(0, 0, 1)
Back unit vector. Represents the local direction of back, and the global direction of south.
MODEL_LEFT = Vector3(1, 0, 0)
Unit vector pointing towards the left side of imported 3D assets.
MODEL_RIGHT = Vector3(-1, 0, 0)
Unit vector pointing towards the right side of imported 3D assets.
MODEL_TOP = Vector3(0, 1, 0)
Unit vector pointing towards the top side (up) of imported 3D assets.
MODEL_BOTTOM = Vector3(0, -1, 0)
Unit vector pointing towards the bottom side (down) of imported 3D assets.
MODEL_FRONT = Vector3(0, 0, 1)
Unit vector pointing towards the front side (facing forward) of imported 3D assets.
MODEL_REAR = Vector3(0, 0, -1)
Unit vector pointing towards the rear side (back) of imported 3D assets.
Property Descriptions¶
float x =