3fa77b3172
It has no practical use case and just generates noise for each alpha, beta, etc.
255 lines
7.3 KiB
XML
255 lines
7.3 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Vector3" category="Built-In Types" version="3.1">
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<brief_description>
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Vector class, which performs basic 3D vector math operations.
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</brief_description>
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<description>
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Vector3 is one of the core classes of the engine, and includes several built-in helper functions to perform basic vector math operations.
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</description>
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<tutorials>
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http://docs.godotengine.org/en/3.0/tutorials/math/index.html
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</tutorials>
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<demos>
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</demos>
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<methods>
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<method name="Vector3">
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<return type="Vector3">
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</return>
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<argument index="0" name="x" type="float">
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</argument>
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<argument index="1" name="y" type="float">
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</argument>
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<argument index="2" name="z" type="float">
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</argument>
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<description>
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Returns a Vector3 with the given components.
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</description>
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</method>
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<method name="abs">
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<return type="Vector3">
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</return>
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<description>
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Returns a new vector with all components in absolute values (i.e. positive).
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</description>
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</method>
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<method name="angle_to">
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<return type="float">
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</return>
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<argument index="0" name="to" type="Vector3">
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</argument>
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<description>
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Returns the vector's minimum angle to the vector [code]to[/code].
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</description>
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</method>
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<method name="bounce">
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<return type="Vector3">
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</return>
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<argument index="0" name="n" type="Vector3">
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</argument>
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<description>
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Bounce returns the vector "bounced off" from the given plane, specified by its normal vector.
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</description>
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</method>
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<method name="ceil">
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<return type="Vector3">
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</return>
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<description>
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Returns a new vector with all components rounded up.
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</description>
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</method>
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<method name="cross">
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<return type="Vector3">
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</return>
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<argument index="0" name="b" type="Vector3">
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</argument>
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<description>
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Returns the cross product with [code]b[/code].
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</description>
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</method>
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<method name="cubic_interpolate">
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<return type="Vector3">
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</return>
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<argument index="0" name="b" type="Vector3">
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</argument>
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<argument index="1" name="pre_a" type="Vector3">
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</argument>
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<argument index="2" name="post_b" type="Vector3">
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</argument>
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<argument index="3" name="t" type="float">
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</argument>
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<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>
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</method>
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<method name="distance_squared_to">
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<return type="float">
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</return>
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<argument index="0" name="b" type="Vector3">
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</argument>
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<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>
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</method>
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<method name="distance_to">
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<return type="float">
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</return>
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<argument index="0" name="b" type="Vector3">
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</argument>
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<description>
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Returns the distance to b.
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</description>
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</method>
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<method name="dot">
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<return type="float">
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</return>
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<argument index="0" name="b" type="Vector3">
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</argument>
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<description>
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Returns the dot product with b.
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</description>
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</method>
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<method name="floor">
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<return type="Vector3">
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</return>
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<description>
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Returns a new vector with all components rounded down.
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</description>
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</method>
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<method name="inverse">
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<return type="Vector3">
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</return>
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<description>
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Returns the inverse of the vector. This is the same as Vector3( 1.0 / v.x, 1.0 / v.y, 1.0 / v.z )
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</description>
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</method>
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<method name="is_normalized">
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<return type="bool">
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</return>
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<description>
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Returns whether the vector is normalized or not.
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</description>
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</method>
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<method name="length">
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<return type="float">
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</return>
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<description>
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Returns the length of the vector.
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</description>
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</method>
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<method name="length_squared">
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<return type="float">
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</return>
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<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>
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</method>
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<method name="linear_interpolate">
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<return type="Vector3">
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</return>
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<argument index="0" name="b" type="Vector3">
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</argument>
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<argument index="1" name="t" type="float">
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</argument>
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<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>
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</method>
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<method name="max_axis">
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<return type="int">
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</return>
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<description>
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Returns AXIS_X, AXIS_Y or AXIS_Z depending on which axis is the largest.
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</description>
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</method>
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<method name="min_axis">
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<return type="int">
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</return>
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<description>
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Returns AXIS_X, AXIS_Y or AXIS_Z depending on which axis is the smallest.
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</description>
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</method>
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<method name="normalized">
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<return type="Vector3">
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</return>
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<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>
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</method>
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<method name="outer">
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<return type="Basis">
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</return>
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<argument index="0" name="b" type="Vector3">
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</argument>
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<description>
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Returns the outer product with b.
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</description>
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</method>
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<method name="reflect">
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<return type="Vector3">
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</return>
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<argument index="0" name="n" type="Vector3">
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</argument>
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<description>
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Reflects the vector along the given plane, specified by its normal vector.
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</description>
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</method>
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<method name="rotated">
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<return type="Vector3">
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</return>
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<argument index="0" name="axis" type="Vector3">
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</argument>
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<argument index="1" name="phi" type="float">
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</argument>
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<description>
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Rotates the vector around some axis by phi radians. The axis must be a normalized vector.
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</description>
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</method>
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<method name="slide">
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<return type="Vector3">
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</return>
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<argument index="0" name="n" type="Vector3">
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</argument>
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<description>
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Slide returns the component of the vector along the given plane, specified by its normal vector.
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</description>
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</method>
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<method name="snapped">
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<return type="Vector3">
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</return>
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<argument index="0" name="by" type="Vector3">
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</argument>
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<description>
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Returns a copy of the vector, snapped to the lowest neared multiple.
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</description>
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</method>
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<method name="to_diagonal_matrix">
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<return type="Basis">
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</return>
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<description>
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Returns a diagonal matrix with the vector as main diagonal.
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</description>
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</method>
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</methods>
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<members>
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<member name="x" type="float" setter="" getter="">
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X component of the vector.
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</member>
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<member name="y" type="float" setter="" getter="">
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Y component of the vector.
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</member>
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<member name="z" type="float" setter="" getter="">
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Z component of the vector.
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</member>
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</members>
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<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.
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</constant>
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<constant name="AXIS_Y" value="1">
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Enumerated value for the Y axis.
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</constant>
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<constant name="AXIS_Z" value="2">
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Enumerated value for the Z axis.
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</constant>
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</constants>
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</class>
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