virtualx-engine/doc/classes/Vector3.xml
Hugo Locurcio 1554fce23c Document Vector2.dot() and Vector3.dot() more extensively
These methods are commonly used in games. It's time to make the
documentation more explicit about them :)
2020-07-20 14:20:17 +02:00

376 lines
12 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="Vector3" version="4.0">
<brief_description>
Vector used for 3D math using floating point 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 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].
</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="from" type="Vector3i">
</argument>
<description>
Constructs a new [Vector3] from [Vector3i].
</description>
</method>
<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 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].
</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_equal_approx">
<return type="bool">
</return>
<argument index="0" name="v" type="Vector3">
</argument>
<description>
Returns [code]true[/code] if this vector and [code]v[/code] are approximately equal, by running [method @GDScript.is_equal_approx] on each component.
</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="lerp">
<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="posmod">
<return type="Vector3">
</return>
<argument index="0" name="mod" type="float">
</argument>
<description>
Returns a vector composed of the [code]fposmod[/code] of this vector's components and [code]mod[/code].
</description>
</method>
<method name="posmodv">
<return type="Vector3">
</return>
<argument index="0" name="modv" type="Vector3">
</argument>
<description>
Returns a vector composed of the [code]fposmod[/code] of this vector's components and [code]modv[/code]'s components.
</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="sign">
<return type="Vector3">
</return>
<description>
Returns the vector with each component set to one or negative one, depending on the signs of the components.
</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 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.
</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 the vector snapped to a grid with the given size.
</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="" default="0.0">
The vector's X component. Also accessible by using the index position [code][0][/code].
</member>
<member name="y" type="float" setter="" getter="" default="0.0">
The vector's Y component. Also accessible by using the index position [code][1][/code].
</member>
<member name="z" type="float" setter="" getter="" default="0.0">
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. Returned by [method max_axis] and [method min_axis].
</constant>
<constant name="AXIS_Y" value="1">
Enumerated value for the Y axis. Returned by [method max_axis] and [method min_axis].
</constant>
<constant name="AXIS_Z" value="2">
Enumerated value for the Z axis. Returned by [method max_axis] and [method min_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 )">
Infinity 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>