<?xml version="1.0" encoding="UTF-8" ?> <class name="Vector3i" version="4.0"> <brief_description> Vector used for 3D math using integer coordinates. </brief_description> <description> 3-element structure that can be used to represent positions in 3D space or any other pair of numeric values. It uses integer coordinates and is therefore preferable to [Vector3] when exact precision is required. [b]Note:[/b] In a boolean context, a Vector3i will evaluate to [code]false[/code] if it's equal to [code]Vector3i(0, 0, 0)[/code]. Otherwise, a Vector3i will always evaluate to [code]true[/code]. </description> <tutorials> <link>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> </tutorials> <methods> <method name="Vector3i"> <return type="Vector3i"> </return> <argument index="0" name="x" type="int"> </argument> <argument index="1" name="y" type="int"> </argument> <argument index="2" name="z" type="int"> </argument> <description> Returns a [Vector3i] with the given components. </description> </method> <method name="Vector3i"> <return type="Vector3i"> </return> <argument index="0" name="from" type="Vector3"> </argument> <description> Constructs a new [Vector3i] from [Vector3]. The floating point coordinates will be truncated. </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. If all components are equal, this method returns [constant AXIS_X]. </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. If all components are equal, this method returns [constant AXIS_Z]. </description> </method> <method name="sign"> <return type="Vector3i"> </return> <description> Returns the vector with each component set to one or negative one, depending on the signs of the components. </description> </method> </methods> <members> <member name="x" type="int" setter="" getter="" default="0"> The vector's X component. Also accessible by using the index position [code][0][/code]. </member> <member name="y" type="int" setter="" getter="" default="0"> The vector's Y component. Also accessible by using the index position [code][1][/code]. </member> <member name="z" type="int" setter="" getter="" default="0"> 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. </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="Vector3i( 0, 0, 0 )"> Zero vector, a vector with all components set to [code]0[/code]. </constant> <constant name="ONE" value="Vector3i( 1, 1, 1 )"> One vector, a vector with all components set to [code]1[/code]. </constant> <constant name="LEFT" value="Vector3i( -1, 0, 0 )"> Left unit vector. Represents the local direction of left, and the global direction of west. </constant> <constant name="RIGHT" value="Vector3i( 1, 0, 0 )"> Right unit vector. Represents the local direction of right, and the global direction of east. </constant> <constant name="UP" value="Vector3i( 0, 1, 0 )"> Up unit vector. </constant> <constant name="DOWN" value="Vector3i( 0, -1, 0 )"> Down unit vector. </constant> <constant name="FORWARD" value="Vector3i( 0, 0, -1 )"> Forward unit vector. Represents the local direction of forward, and the global direction of north. </constant> <constant name="BACK" value="Vector3i( 0, 0, 1 )"> Back unit vector. Represents the local direction of back, and the global direction of south. </constant> </constants> </class>