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path: root/doc/classes/Vector3.xml
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<?xml version="1.0" encoding="UTF-8" ?>
<class name="Vector3" category="Built-In Types" version="3.0-stable">
	<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>
		http://docs.godotengine.org/en/3.0/tutorials/math/index.html
	</tutorials>
	<demos>
	</demos>
	<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 vector's minimum angle to the vector [code]to[/code].
			</description>
		</method>
		<method name="bounce">
			<return type="Vector3">
			</return>
			<argument index="0" name="n" type="Vector3">
			</argument>
			<description>
				Bounce returns the vector "bounced off" from the given plane, specified by its normal vector.
			</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 (t). (t) should be a float of 0.0-1.0, a percentage of how far along the interpolation is.
			</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 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 b.
			</description>
		</method>
		<method name="dot">
			<return type="float">
			</return>
			<argument index="0" name="b" type="Vector3">
			</argument>
			<description>
				Returns the dot product with b.
			</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 Vector3( 1.0 / v.x, 1.0 / v.y, 1.0 / v.z )
			</description>
		</method>
		<method name="is_normalized">
			<return type="bool">
			</return>
			<description>
				Returns whether the vector is normalized or not.
			</description>
		</method>
		<method name="length">
			<return type="float">
			</return>
			<description>
				Returns the length of the vector.
			</description>
		</method>
		<method name="length_squared">
			<return type="float">
			</return>
			<description>
				Returns the length of the vector, squared. Prefer this function over "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>
				Linearly interpolates the vector to a given one (b), by the given amount (t). (t) should be a float of 0.0-1.0, a percentage of how far along the interpolation is.
			</description>
		</method>
		<method name="max_axis">
			<return type="int">
			</return>
			<description>
				Returns AXIS_X, AXIS_Y or AXIS_Z depending on which axis is the largest.
			</description>
		</method>
		<method name="min_axis">
			<return type="int">
			</return>
			<description>
				Returns AXIS_X, AXIS_Y or AXIS_Z depending on which axis is the smallest.
			</description>
		</method>
		<method name="normalized">
			<return type="Vector3">
			</return>
			<description>
				Returns a copy of the normalized vector to unit length. This is the same as v / v.length().
			</description>
		</method>
		<method name="outer">
			<return type="Basis">
			</return>
			<argument index="0" name="b" type="Vector3">
			</argument>
			<description>
				Returns the outer product with b.
			</description>
		</method>
		<method name="reflect">
			<return type="Vector3">
			</return>
			<argument index="0" name="n" type="Vector3">
			</argument>
			<description>
				Reflects the vector along the given plane, specified by its normal vector.
			</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 some axis by phi radians. The axis must be a normalized vector.
			</description>
		</method>
		<method name="slide">
			<return type="Vector3">
			</return>
			<argument index="0" name="n" type="Vector3">
			</argument>
			<description>
				Slide returns the component of the vector along the given plane, specified by its normal vector.
			</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="">
			X component of the vector.
		</member>
		<member name="y" type="float" setter="" getter="">
			Y component of the vector.
		</member>
		<member name="z" type="float" setter="" getter="">
			Z component of the vector.
		</member>
	</members>
	<constants>
		<constant name="AXIS_X" value="0">
			Enumerated value for the X axis. Returned by functions like max_axis or 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>
	</constants>
</class>