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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "Vector3" category= "Built-In Types" version= "3.0-rc1" >
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<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 >
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http://docs.godotengine.org/en/3.0/learning/features/math/index.html
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</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 >
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Returns the vector's minimum angle to the vector [code]to[/code].
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</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 >
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Returns the cross product with [code]b[/code].
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</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 >
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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.
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</description>
</method>
<method name= "distance_squared_to" >
<return type= "float" >
</return>
<argument index= "0" name= "b" type= "Vector3" >
</argument>
<description >
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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.
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</description>
</method>
<method name= "distance_to" >
<return type= "float" >
</return>
<argument index= "0" name= "b" type= "Vector3" >
</argument>
<description >
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Returns the distance to b.
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</description>
</method>
<method name= "dot" >
<return type= "float" >
</return>
<argument index= "0" name= "b" type= "Vector3" >
</argument>
<description >
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Returns the dot product with b.
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</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 >
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Returns the length of the vector.
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</description>
</method>
<method name= "length_squared" >
<return type= "float" >
</return>
<description >
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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.
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</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 >
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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.
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</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 >
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Returns a copy of the normalized vector to unit length. This is the same as v / v.length().
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</description>
</method>
<method name= "outer" >
<return type= "Basis" >
</return>
<argument index= "0" name= "b" type= "Vector3" >
</argument>
<description >
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Returns the outer product with b.
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</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= "float" >
</argument>
<description >
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Returns a copy of the vector, snapped to the lowest neared multiple.
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</description>
</method>
<method name= "to_diagonal_matrix" >
<return type= "Basis" >
</return>
<description >
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Returns a diagonal matrix with the vector as main diagonal.
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</description>
</method>
</methods>
<members >
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<member name= "x" type= "float" setter= "" getter= "" >
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X component of the vector.
</member>
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<member name= "y" type= "float" setter= "" getter= "" >
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Y component of the vector.
</member>
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<member name= "z" type= "float" setter= "" getter= "" >
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Z component of the vector.
</member>
</members>
<constants >
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<constant name= "AXIS_X" value= "0" >
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Enumerated value for the X axis. Returned by functions like max_axis or min_axis.
</constant>
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<constant name= "AXIS_Y" value= "1" >
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Enumerated value for the Y axis.
</constant>
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<constant name= "AXIS_Z" value= "2" >
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Enumerated value for the Z axis.
</constant>
</constants>
</class>