317 lines
9.6 KiB
XML
317 lines
9.6 KiB
XML
<?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="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>
|