1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
|
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Vector3" category="Built-In Types" version="3.2">
<brief_description>
Vector class, which performs basic 3D vector math operations.
</brief_description>
<description>
Vector3 is one of the core classes of the engine, and includes several built-in helper functions to perform basic vector math operations.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
</tutorials>
<methods>
<method name="Vector3">
<return type="Vector3">
</return>
<argument index="0" name="x" type="float">
</argument>
<argument index="1" name="y" type="float">
</argument>
<argument index="2" name="z" type="float">
</argument>
<description>
Returns a Vector3 with the given components.
</description>
</method>
<method name="abs">
<return type="Vector3">
</return>
<description>
Returns a new vector with all components in absolute values (i.e. positive).
</description>
</method>
<method name="angle_to">
<return type="float">
</return>
<argument index="0" name="to" type="Vector3">
</argument>
<description>
Returns the minimum angle to the given vector.
</description>
</method>
<method name="bounce">
<return type="Vector3">
</return>
<argument index="0" name="n" type="Vector3">
</argument>
<description>
Returns the vector "bounced off" from a plane defined by the given normal.
</description>
</method>
<method name="ceil">
<return type="Vector3">
</return>
<description>
Returns a new vector with all components rounded up.
</description>
</method>
<method name="cross">
<return type="Vector3">
</return>
<argument index="0" name="b" type="Vector3">
</argument>
<description>
Returns the cross product with [code]b[/code].
</description>
</method>
<method name="cubic_interpolate">
<return type="Vector3">
</return>
<argument index="0" name="b" type="Vector3">
</argument>
<argument index="1" name="pre_a" type="Vector3">
</argument>
<argument index="2" name="post_b" type="Vector3">
</argument>
<argument index="3" name="t" type="float">
</argument>
<description>
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.
</description>
</method>
<method name="direction_to">
<return type="Vector3">
</return>
<argument index="0" name="b" type="Vector3">
</argument>
<description>
Returns the normalized vector pointing from this vector to [code]b[/code].
</description>
</method>
<method name="distance_squared_to">
<return type="float">
</return>
<argument index="0" name="b" type="Vector3">
</argument>
<description>
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.
</description>
</method>
<method name="distance_to">
<return type="float">
</return>
<argument index="0" name="b" type="Vector3">
</argument>
<description>
Returns the distance to [code]b[/code].
</description>
</method>
<method name="dot">
<return type="float">
</return>
<argument index="0" name="b" type="Vector3">
</argument>
<description>
Returns the dot product with [code]b[/code].
</description>
</method>
<method name="floor">
<return type="Vector3">
</return>
<description>
Returns a new vector with all components rounded down.
</description>
</method>
<method name="inverse">
<return type="Vector3">
</return>
<description>
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].
</description>
</method>
<method name="is_normalized">
<return type="bool">
</return>
<description>
Returns [code]true[/code] if the vector is normalized.
</description>
</method>
<method name="length">
<return type="float">
</return>
<description>
Returns the vector's length.
</description>
</method>
<method name="length_squared">
<return type="float">
</return>
<description>
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.
</description>
</method>
<method name="linear_interpolate">
<return type="Vector3">
</return>
<argument index="0" name="b" type="Vector3">
</argument>
<argument index="1" name="t" type="float">
</argument>
<description>
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..
</description>
</method>
<method name="max_axis">
<return type="int">
</return>
<description>
Returns the axis of the vector's largest value. See [code]AXIS_*[/code] constants.
</description>
</method>
<method name="min_axis">
<return type="int">
</return>
<description>
Returns the axis of the vector's smallest value. See [code]AXIS_*[/code] constants.
</description>
</method>
<method name="move_toward">
<return type="Vector3">
</return>
<argument index="0" name="to" type="Vector3">
</argument>
<argument index="1" name="delta" type="float">
</argument>
<description>
Moves the vector toward [code]to[/code] by the fixed [code]delta[/code] amount.
</description>
</method>
<method name="normalized">
<return type="Vector3">
</return>
<description>
Returns the vector scaled to unit length. Equivalent to [code]v / v.length()[/code].
</description>
</method>
<method name="outer">
<return type="Basis">
</return>
<argument index="0" name="b" type="Vector3">
</argument>
<description>
Returns the outer product with [code]b[/code].
</description>
</method>
<method name="project">
<return type="Vector3">
</return>
<argument index="0" name="b" type="Vector3">
</argument>
<description>
Returns the vector projected onto the vector [code]b[/code].
</description>
</method>
<method name="reflect">
<return type="Vector3">
</return>
<argument index="0" name="n" type="Vector3">
</argument>
<description>
Returns the vector reflected from a plane defined by the given normal.
</description>
</method>
<method name="rotated">
<return type="Vector3">
</return>
<argument index="0" name="axis" type="Vector3">
</argument>
<argument index="1" name="phi" type="float">
</argument>
<description>
Rotates the vector around a given axis by [code]phi[/code] radians. The axis must be a normalized vector.
</description>
</method>
<method name="round">
<return type="Vector3">
</return>
<description>
Returns the vector with all components rounded to the nearest integer, with halfway cases rounded away from zero.
</description>
</method>
<method name="slerp">
<return type="Vector3">
</return>
<argument index="0" name="b" type="Vector3">
</argument>
<argument index="1" name="t" type="float">
</argument>
<description>
Returns the result of SLERP 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.
Both vectors need to be normalized.
</description>
</method>
<method name="slide">
<return type="Vector3">
</return>
<argument index="0" name="n" type="Vector3">
</argument>
<description>
Returns the component of the vector along a plane defined by the given normal.
</description>
</method>
<method name="snapped">
<return type="Vector3">
</return>
<argument index="0" name="by" type="Vector3">
</argument>
<description>
Returns a copy of the vector, snapped to the lowest neared multiple.
</description>
</method>
<method name="to_diagonal_matrix">
<return type="Basis">
</return>
<description>
Returns a diagonal matrix with the vector as main diagonal.
</description>
</method>
</methods>
<members>
<member name="x" type="float" setter="" getter="">
The vector's x component. Also accessible by using the index position [code][0][/code].
</member>
<member name="y" type="float" setter="" getter="">
The vector's y component. Also accessible by using the index position [code][1][/code].
</member>
<member name="z" type="float" setter="" getter="">
The vector's z component. Also accessible by using the index position [code][2][/code].
</member>
</members>
<constants>
<constant name="AXIS_X" value="0">
Enumerated value for the X axis. Returned by [method max_axis] and [method min_axis].
</constant>
<constant name="AXIS_Y" value="1">
Enumerated value for the Y axis.
</constant>
<constant name="AXIS_Z" value="2">
Enumerated value for the Z axis.
</constant>
<constant name="ZERO" value="Vector3( 0, 0, 0 )">
Zero vector.
</constant>
<constant name="ONE" value="Vector3( 1, 1, 1 )">
One vector.
</constant>
<constant name="INF" value="Vector3( inf, inf, inf )">
Infinite vector.
</constant>
<constant name="LEFT" value="Vector3( -1, 0, 0 )">
Left unit vector.
</constant>
<constant name="RIGHT" value="Vector3( 1, 0, 0 )">
Right unit vector.
</constant>
<constant name="UP" value="Vector3( 0, 1, 0 )">
Up unit vector.
</constant>
<constant name="DOWN" value="Vector3( 0, -1, 0 )">
Down unit vector.
</constant>
<constant name="FORWARD" value="Vector3( 0, 0, -1 )">
Forward unit vector.
</constant>
<constant name="BACK" value="Vector3( 0, 0, 1 )">
Back unit vector.
</constant>
</constants>
</class>
|