Vector used for 3D math using floating point coordinates. 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. [b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 will always evaluate to [code]true[/code]. https://docs.godotengine.org/en/latest/tutorials/math/index.html 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 minimum angle to the given vector. Returns the vector "bounced off" from a plane defined by the given normal. Returns a new vector with all components rounded up. Returns the cross product with [code]b[/code]. Performs a cubic interpolation between vectors [code]pre_a[/code], [code]a[/code], [code]b[/code], [code]post_b[/code] ([code]a[/code] is current), by the given amount [code]t[/code]. [code]t[/code] is in the range of [code]0.0 - 1.0[/code], representing the amount of interpolation. Returns the normalized vector pointing from this vector to [code]b[/code]. Returns the squared distance to [code]b[/code]. Prefer this function over [method distance_to] if you need to sort vectors or need the squared distance for some formula. Returns the distance to [code]b[/code]. Returns the dot product with vector [code]b[/code]. 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 [code]0[/code] 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 [code]-1.0[/code] (180 degree angle) when the vectors are facing opposite directions, and [code]1.0[/code] (0 degree angle) when the vectors are aligned. [b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]. Returns a new vector with all components rounded down. Returns the inverse of the vector. This is the same as [code]Vector3( 1.0 / v.x, 1.0 / v.y, 1.0 / v.z )[/code]. Returns [code]true[/code] if this vector and [code]v[/code] are approximately equal, by running [method @GDScript.is_equal_approx] on each component. Returns [code]true[/code] if the vector is normalized. Returns the vector's length. Returns the vector's length squared. Prefer this function over [method length] if you need to sort vectors or need the squared length for some formula. Returns the result of the linear interpolation between this vector and [code]b[/code] by amount [code]t[/code]. [code]t[/code] is in the range of [code]0.0 - 1.0[/code], representing the amount of interpolation.. Returns the axis of the vector's largest value. See [code]AXIS_*[/code] constants. Returns the axis of the vector's smallest value. See [code]AXIS_*[/code] constants. Moves the vector toward [code]to[/code] by the fixed [code]delta[/code] amount. Returns the vector scaled to unit length. Equivalent to [code]v / v.length()[/code]. Returns the outer product with [code]b[/code]. Returns a vector composed of the [code]fposmod[/code] of this vector's components and [code]mod[/code]. Returns a vector composed of the [code]fposmod[/code] of this vector's components and [code]modv[/code]'s components. Returns the vector projected onto the vector [code]b[/code]. Returns the vector reflected from a plane defined by the given normal. Rotates the vector around a given axis by [code]phi[/code] radians. The axis must be a normalized vector. Returns the vector with all components rounded to the nearest integer, with halfway cases rounded away from zero. Returns the vector with each component set to one or negative one, depending on the signs of the components. Returns the result of spherical linear interpolation between this vector and [code]b[/code], by amount [code]t[/code]. [code]t[/code] is in the range of [code]0.0 - 1.0[/code], representing the amount of interpolation. [b]Note:[/b] Both vectors must be normalized. Returns the component of the vector along a plane defined by the given normal. Returns the vector snapped to a grid with the given size. Returns a diagonal matrix with the vector as main diagonal. The vector's X component. Also accessible by using the index position [code][0][/code]. The vector's Y component. Also accessible by using the index position [code][1][/code]. The vector's Z component. Also accessible by using the index position [code][2][/code]. Enumerated value for the X axis. Returned by [method max_axis] and [method min_axis]. Enumerated value for the Y axis. Returned by [method max_axis] and [method min_axis]. Enumerated value for the Z axis. Returned by [method max_axis] and [method min_axis]. Zero vector. One vector. Infinity vector. Left unit vector. Right unit vector. Up unit vector. Down unit vector. Forward unit vector. Back unit vector.