Attention: Here be dragons

This is the `latest` (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Godot.

Vector3i¶

Vector used for 3D math using integer coordinates.

Description¶

3-element structure that can be used to represent positions in 3D space or any other triplet of numeric values.

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`.

Properties¶

 int x `0` int y `0` int z `0`

Constructors¶

 Vector3i Vector3i ( ) Vector3i Vector3i ( Vector3i from ) Vector3i Vector3i ( Vector3 from ) Vector3i Vector3i ( int x, int y, int z )

Methods¶

 Vector3i abs ( ) const Vector3i clamp ( Vector3i min, Vector3i max ) const float length ( ) const int length_squared ( ) const int max_axis_index ( ) const int min_axis_index ( ) const Vector3i sign ( ) const Vector3i snapped ( Vector3i step ) const

Operators¶

 bool operator != ( Vector3i right ) Vector3i operator % ( Vector3i right ) Vector3i operator % ( int right ) Vector3i operator * ( Vector3i right ) Vector3 operator * ( float right ) Vector3i operator * ( int right ) Vector3i operator + ( Vector3i right ) Vector3i operator - ( Vector3i right ) Vector3i operator / ( Vector3i right ) Vector3 operator / ( float right ) Vector3i operator / ( int right ) bool operator < ( Vector3i right ) bool operator <= ( Vector3i right ) bool operator == ( Vector3i right ) bool operator > ( Vector3i right ) bool operator >= ( Vector3i right ) int operator [] ( int index ) Vector3i Vector3i

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`.

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¶

int x = `0`

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

int y = `0`

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

int z = `0`

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

Constructor Descriptions¶

Vector3i Vector3i ( )

Constructs a default-initialized Vector3i with all components set to `0`.

Vector3i Vector3i ( Vector3i from )

Constructs a Vector3i as a copy of the given Vector3i.

Vector3i Vector3i ( Vector3 from )

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 ( int x, int y, int z )

Returns a Vector3i with the given components.

Method Descriptions¶

Vector3i abs ( ) const

Returns a new vector with all components in absolute values (i.e. positive).

Vector3i clamp ( Vector3i min, Vector3i max ) const

Returns a new vector with all components clamped between the components of `min` and `max`, by running @GlobalScope.clamp on each component.

float length ( ) const

Returns the length (magnitude) of this vector.

int 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.

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.

Vector3i sign ( ) const

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 ( Vector3i step ) const

Returns a new vector with each component snapped to the closest multiple of the corresponding component in `step`.

Operator Descriptions¶

bool operator != ( Vector3i right )

Returns `true` if the vectors are not equal.

Vector3i operator % ( Vector3i right )

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 % ( int right )

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 * ( Vector3i right )

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 * ( float right )

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 * ( int right )

Multiplies each component of the Vector3i by the given int.

Vector3i operator + ( Vector3i right )

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 - ( Vector3i right )

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 / ( Vector3i right )

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 / ( float right )

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 / ( int right )

Divides each component of the Vector3i by the given int.

bool operator < ( Vector3i right )

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 oper