Vector3

A 3D vector using floating-point coordinates.

描述

A 3-element structure that can be used to represent 3D coordinates or any other triplet of numeric values.

It uses floating-point coordinates. By default, these floating-point values use 32-bit precision, unlike float which is always 64-bit. If double precision is needed, compile the engine with the option precision=double.

See Vector3i for its integer counterpart.

Note: In a boolean context, a Vector3 will evaluate to false if it's equal to Vector3(0, 0, 0). Otherwise, a Vector3 will always evaluate to true.

属性

构造函数

方法

Vector3abs ( ) const1
floatangle_to ( to: Vector3 ) const1
Vector3bezier_derivative ( control_1: Vector3, control_2: Vector3, end: Vector3, t: float ) const1
Vector3bezier_interpolate ( control_1: Vector3, control_2: Vector3, end: Vector3, t: float ) const1
Vector3bounce ( n: Vector3 ) const1
Vector3ceil ( ) const1
Vector3clamp ( min: Vector3, max: Vector3 ) const1
Vector3clampf ( min: float, max: float ) const1
Vector3cross ( with: Vector3 ) const1
Vector3cubic_interpolate ( b: Vector3, pre_a: Vector3, post_b: Vector3, weight: float ) const1
Vector3cubic_interpolate_in_time ( b: Vector3, pre_a: Vector3, post_b: Vector3, weight: float, b_t: float, pre_a_t: float, post_b_t: float ) const1
Vector3direction_to ( to: Vector3 ) const1
floatdistance_squared_to ( to: Vector3 ) const1
floatdistance_to ( to: Vector3 ) const1
floatdot ( with: Vector3 ) const1
Vector3floor ( ) const1
Vector3inverse ( ) const1
boolis_equal_approx ( to: Vector3 ) const1
boolis_finite ( ) const1
boolis_normalized ( ) const1
boolis_zero_approx ( ) const1
floatlength ( ) const1
floatlength_squared ( ) const1
Vector3lerp ( to: Vector3, weight: float ) const1
Vector3limit_length ( length: float = 1.0 ) const1
Vector3max ( with: Vector3 ) const1
intmax_axis_index ( ) const1
Vector3maxf ( with: float ) const1
Vector3min ( with: Vector3 ) const1
intmin_axis_index ( ) const1
Vector3minf ( with: float ) const1
Vector3move_toward ( to: Vector3, delta: float ) const1
Vector3normalized ( ) const1
Vector3octahedron_decode ( uv: Vector2 ) static2
Vector2octahedron_encode ( ) const1
Basisouter ( with: Vector3 ) const1
Vector3posmod ( mod: float ) const1
Vector3posmodv ( modv: Vector3 ) const1
Vector3project ( b: Vector3 ) const1
Vector3reflect ( n: Vector3 ) const1
Vector3rotated ( axis: Vector3, angle: float ) const1
Vector3round ( ) const1
Vector3sign ( ) const1
floatsigned_angle_to ( to: Vector3, axis: Vector3 ) const1
Vector3slerp ( to: Vector3, weight: float ) const1
Vector3slide ( n: Vector3 ) const1
Vector3snapped ( step: Vector3 ) const1
Vector3snappedf ( step: float ) const1

运算符


常量

AXIS_X = 0

Enumerated value for the X axis. Returned by max_axis_index and min_axis_index.

AXIS_Y = 1

Enumerated value for the Y axis. Returned by max_axis_index and min_axis_index.

AXIS_Z = 2

Enumerated value for the Z axis. Returned by max_axis_index and min_axis_index.

ZERO = Vector3(0, 0, 0)

Zero vector, a vector with all components set to 0.

ONE = Vector3(1, 1, 1)

One vector, a vector with all components set to 1.

INF = Vector3(inf, inf, inf)

Infinity vector, a vector with all components set to @GDScript.INF.

LEFT = Vector3(-1, 0, 0)

Left unit vector. Represents the local direction of left, and the global direction of west.

RIGHT = Vector3(1, 0, 0)

Right unit vector. Represents the local direction of right, and the global direction of east.

UP = Vector3(0, 1, 0)

Up unit vector.

DOWN = Vector3(0, -1, 0)

Down unit vector.

FORWARD = Vector3(0, 0, -1)

Forward unit vector. Represents the local direction of forward, and the global direction of north. Keep in mind that the forward direction for lights, cameras, etc is different from 3D assets like characters, which face towards the camera by convention. Use MODEL_FRONT and similar constants when working in 3D asset space.

BACK = Vector3(0, 0, 1)

Back unit vector. Represents the local direction of back, and the global direction of south.

MODEL_LEFT = Vector3(1, 0, 0)

Unit vector pointing towards the left side of imported 3D assets.

MODEL_RIGHT = Vector3(-1, 0, 0)

Unit vector pointing towards the right side of imported 3D assets.

MODEL_TOP = Vector3(0, 1, 0)

Unit vector pointing towards the top side (up) of imported 3D assets.

MODEL_BOTTOM = Vector3(0, -1, 0)

Unit vector pointing towards the bottom side (down) of imported 3D assets.

MODEL_FRONT = Vector3(0, 0, 1)

Unit vector pointing towards the front side (facing forward) of imported 3D assets.

MODEL_REAR = Vector3(0, 0, -1)

Unit vector pointing towards the rear side (back) of imported 3D assets.


属性说明

float x = 0.0

The vector's X component. Also accessible by using the index position [0].


float y = 0.0

The vector's Y component. Also accessible by using the index position [1].


float z = 0.0

The vector's Z component. Also accessible by using the index position [2].


构造函数说明

Vector3 Vector3 ( )

Constructs a default-initialized Vector3 with all components set to 0.


Vector3 Vector3 ( from: Vector3 )

Constructs a Vector3 as a copy of the given Vector3.


Vector3 Vector3 ( from: Vector3i )

Constructs a new Vector3 from Vector3i.


Vector3 Vector3 ( x: float, y: float, z: float )

Returns a Vector3 with the given components.


方法说明

Vector3 abs ( ) const1

Returns a new vector with all components in absolute values (i.e. positive).


float angle_to ( to: Vector3 ) const1

Returns the unsigned minimum angle to the given vector, in radians.


Vector3 bezier_derivative ( control_1: Vector3, control_2: Vector3, end: Vector3, t: float ) const1

Returns the derivative at the given t on the Bézier curve defined by this vector and the given control_1, control_2, and end points.


Vector3 bezier_interpolate ( control_1: Vector3, control_2: Vector3, end: Vector3, t: float ) const1

Returns the point at the given t on the Bézier curve defined by this vector and the given control_1, control_2, and end points.


Vector3 bounce ( n: Vector3 ) const1

Returns the vector "bounced off" from a plane defined by the given normal n.

Note: bounce performs the operation that most engines and frameworks call reflect().


Vector3 ceil ( ) const1

Returns a new vector with all components rounded up (towards positive infinity).


Vector3 clamp ( min: Vector3, max: Vector3 ) const1

Returns a new vector with all components clamped between the components of min and max, by running @GlobalScope.clamp on each component.


Vector3 clampf ( min: float, max: float ) const1

Returns a new vector with all components clamped between min and max, by running @GlobalScope.clamp on each component.


Vector3 cross ( with: Vector3 ) const1

Returns the cross product of this vector and with.

This returns a vector perpendicular to both this and with, which would be the normal vector of the plane defined by the two vectors. As there are two such vectors, in opposite directions, this method returns the vector defined by a right-handed coordinate system. If the two vectors are parallel this returns an empty vector, making it useful for testing if two vectors are parallel.


Vector3 cubic_interpolate ( b: Vector3, pre_a: Vector3, post_b: Vector3, weight: float ) const1

Performs a cubic interpolation between this vector and b using pre_a and post_b as handles, and returns the result at position weight. weight is on the range of 0.0 to 1.0, representing the amount of interpolation.


Vector3 cubic_interpolate_in_time ( b: Vector3, pre_a: Vector3, post_b: Vector3, weight: float, b_t: float, pre_a_t: float, post_b_t: float ) const1

Performs a cubic interpolation between this vector and b using pre_a and post_b as handles, and returns the result at position weight. weight is on the range of 0.0 to 1.0, representing the amount of interpolation.

It can perform smoother interpolation than cubic_interpolate by the time values.


Vector3 direction_to ( to: Vector3 ) const1

Returns the normalized vector pointing from this vector to to. This is equivalent to using (b - a).normalized().


float distance_squared_to ( to: Vector3 ) const1

Returns the squared distance between this vector and to.

This method runs faster than distance_to, so prefer it if you need to compare vectors or need the squared distance for some formula.


float distance_to ( to: Vector3 ) const1

Returns the distance between this vector and to.


float dot ( with: Vector3 ) const1

Returns the dot product of this vector and with. 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 0 for a right 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 -1.0 (180 degree angle) when the vectors are facing opposite directions, and 1.0 (0 degree angle) when the vectors are aligned.

Note: a.dot(b) is equivalent to b.dot(a).


Vector3 floor ( ) const1

Returns a new vector with all components rounded down (towards negative infinity).


Vector3 inverse ( ) const1

Returns the inverse of the vector. This is the same as Vector3(1.0 / v.x, 1.0 / v.y, 1.0 / v.z).


bool is_equal_approx ( to: Vector3 ) const1

Returns true if this vector and to are approximately equal, by running @GlobalScope.is_equal_approx on each component.


bool is_finite ( ) const1

Returns true if this vector is finite, by calling @GlobalScope.is_finite on each component.


bool is_normalized ( ) const1

Returns true if the vector is normalized, i.e. its length is approximately equal to 1.


bool is_zero_approx ( ) const1

Returns true if this vector's values are approximately zero, by running @GlobalScope.is_zero_approx on each component.

This method is faster than using is_equal_approx with one value as a zero vector.


float length ( ) const1

Returns the length (magnitude) of this vector.


float length_squared ( ) const1

Returns the squared length (squared magnitude) of this vector.

This method runs faster than length, so prefer it if you need to compare vectors or need the squared distance for some formula.


Vector3 lerp ( to: Vector3, weight: float ) const1

Returns the result of the linear interpolation between this vector and to by amount weight. weight is on the range of 0.0 to 1.0, representing the amount of interpolation.


Vector3 limit_length ( length: float = 1.0 ) const1

Returns the vector with a maximum length by limiting its length to length.


Vector3 max ( with: Vector3 ) const1

Returns the component-wise maximum of this and with, equivalent to Vector3(maxf(x, with.x), maxf(y, with.y), maxf(z, with.z)).


int max_axis_index ( ) const1

Returns the axis of the vector's highest value. See AXIS_* constants. If all components are equal, this method returns AXIS_X.


Vector3 maxf ( with: float ) const1

Returns the component-wise maximum of this and with, equivalent to Vector3(maxf(x, with), maxf(y, with), maxf(z, with)).


Vector3 min ( with: Vector3 ) const1

Returns the component-wise minimum of this and with, equivalent to Vector3(minf(x, with.x), minf(y, with.y), minf(z, with.z)).


int min_axis_index ( ) const1

Returns the axis of the vector's lowest value. See AXIS_* constants. If all components are equal, this method returns AXIS_Z.


Vector3 minf ( with: float ) const1

Returns the component-wise minimum of this and with, equivalent to Vector3(minf(x, with), minf(y, with), minf(z, with)).


Vector3 move_toward ( to: Vector3, delta: float ) const1

Returns a new vector moved toward to by the fixed delta amount. Will not go past the final value.


Vector3 normalized ( ) const1

Returns the result of scaling the vector to unit length. Equivalent to v / v.length(). Returns (0, 0, 0) if v.length() == 0. See also is_normalized.

Note: This function may return incorrect values if the input vector length is near zero.


Vector3 octahedron_decode ( uv: Vector2 ) static2

Returns the Vector3 from an octahedral-compressed form created using octahedron_encode (stored as a Vector2).


Vector2 octahedron_encode ( ) const1

Returns the octahedral-encoded (oct32) form of this Vector3 as a Vector2. Since a Vector2 occupies 1/3 less memory compared to Vector3, this form of compression can be used to pass greater amounts of normalized Vector3 s without increasing storage or memory requirements. See also octahedron_decode.

Note: octahedron_encode can only be used for normalized vectors. octahedron_encode does not check whether this Vector3 is normalized, and will return a value that does not decompress to the original value if the Vector3 is not normalized.

Note: Octahedral compression is lossy, although visual differences are rarely perceptible in real world scenarios.


Basis outer ( with: Vector3 ) const1

Returns the outer product with with.


Vector3 posmod ( mod: float ) const1

Returns a vector composed of the @GlobalScope.fposmod of this vector's components and mod.


Vector3 posmodv ( modv: Vector3 ) const1

Returns a vector composed of the @GlobalScope.fposmod of this vector's components and modv's components.


Vector3 project ( b: Vector3 ) const1

Returns a new vector resulting from projecting this vector onto the given vector b. The resulting new vector is parallel to b. See also slide.

Note: If the vector b is a zero vector, the components of the resulting new vector will be @GDScript.NAN.


Vector3 reflect ( n: Vector3 ) const1

Returns the result of reflecting the vector through a plane defined by the given normal vector n.

Note: reflect differs from what other engines and frameworks call reflect(). In other engines, reflect() returns the result of the vector reflected by the given plane. The reflection thus passes through the given normal. While in Godot the reflection passes through the plane and can be thought of as bouncing off the normal. See also bounce which does what most engines call reflect().


Vector3 rotated ( axis: Vector3, angle: float ) const1

Returns the result of rotating this vector around a given axis by angle (in radians). The axis must be a normalized vector. See also @GlobalScope.deg_to_rad.


Vector3 round ( ) const1

Returns a new vector with all components rounded to the nearest integer, with halfway cases rounded away from zero.


Vector3 sign ( ) const1

Returns a new vector with each component set to 1.0 if it's positive, -1.0 if it's negative, and 0.0 if it's zero. The result is identical to calling @GlobalScope.sign on each component.


float signed_angle_to ( to: Vector3, axis: Vector3 ) const1

Returns the signed angle to the given vector, in radians. The sign of the angle is positive in a counter-clockwise direction and negative in a clockwise direction when viewed from the side specified by the axis.


Vector3 slerp ( to: Vector3, weight: float ) const1

Returns the result of spherical linear interpolation between this vector and to, by amount weight. weight is on the range of 0.0 to 1.0, representing the amount of interpolation.

This method also handles interpolating the lengths if the input vectors have different lengths. For the special case of one or both input vectors having zero length, this method behaves like lerp.


Vector3 slide ( n: Vector3 ) const1

Returns a new vector resulting from sliding this vector along a plane with normal n. The resulting new vector is perpendicular to n, and is equivalent to this vector minus its projection on n. See also project.

Note: The vector n must be normalized. See also normalized.


Vector3 snapped ( step: Vector3 ) const1

Returns a new vector with each component snapped to the nearest multiple of the corresponding component in step. This can also be used to round the components to an arbitrary number of decimals.


Vector3 snappedf ( step: float ) const1

Returns a new vector with each component snapped to the nearest multiple of step. This can also be used to round the components to an arbitrary number of decimals.


运算符说明

bool operator != ( right: Vector3 )

Returns true if the vectors are not equal.

Note: Due to floating-point precision errors, consider using is_equal_approx instead, which is more reliable.

Note: Vectors with @GDScript.NAN elements don't behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included.


Vector3 **operator *** ( right: Basis )

Inversely transforms (multiplies) the Vector3 by the given Basis matrix, under the assumption that the basis is orthonormal (i.e. rotation/reflection is fine, scaling/skew is not).

vector * basis is equivalent to basis.transposed() * vector. See Basis.transposed.

For transforming by inverse of a non-orthonormal basis (e.g. with scaling) basis.inverse() * vector can be used instead. See Basis.inverse.


Vector3 **operator *** ( right: Quaternion )

Inversely transforms (multiplies) the Vector3 by the given Quaternion.

vector * quaternion is equivalent to quaternion.inverse() * vector. See Quaternion.inverse.


Vector3 **operator *** ( right: Transform3D )

Inversely transforms (multiplies) the Vector3 by the given Transform3D transformation matrix, under the assumption that the transformation basis is orthonormal (i.e. rotation/reflection is fine, scaling/skew is not).

vector * transform is equivalent to transform.inverse() * vector. See Transform3D.inverse.

For transforming by inverse of an affine transformation (e.g. with scaling) transform.affine_inverse() * vector can be used instead. See Transform3D.affine_inverse.


Vector3 **operator *** ( right: Vector3 )

Multiplies each component of the Vector3 by the components of the given Vector3.


    print(Vector3(10, 20, 30) * Vector3(3, 4, 5)) # Prints "(30, 80, 150)"

Vector3 **operator *** ( right: float )

Multiplies each component of the Vector3 by the given float.


Vector3 **operator *** ( right: int )

Multiplies each component of the Vector3 by the given int.


Vector3 operator + ( right: Vector3 )

Adds each component of the Vector3 by the components of the given Vector3.


    print(Vector3(10, 20, 30) + Vector3(3, 4, 5)) # Prints "(13, 24, 35)"

Vector3 operator - ( right: Vector3 )

Subtracts each component of the Vector3 by the components of the given Vector3.


    print(Vector3(10, 20, 30) - Vector3(3, 4, 5)) # Prints "(7, 16, 25)"

Vector3 operator / ( right: Vector3 )

Divides each component of the Vector3 by the components of the given Vector3.


    print(Vector3(10, 20, 30) / Vector3(2, 5, 3)) # Prints "(5, 4, 10)"

Vector3 operator / ( right: float )

Divides each component of the Vector3 by the given float.


Vector3 operator / ( right: int )

Divides each component of the Vector3 by the given int.


bool operator < ( right: Vector3 )

Compares two Vector3 vectors by first checking if the X value of the left vector is less than the X value of the right vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, and then with the Z values. This operator is useful for sorting vectors.

Note: Vectors with @GDScript.NAN elements don't behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included.


bool operator <= ( right: Vector3 )

Compares two Vector3 vectors by first checking if the X value of the left vector is less than or equal to the X value of the right vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, and then with the Z values. This operator is useful for sorting vectors.

Note: Vectors with @GDScript.NAN elements don't behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included.


bool operator == ( right: Vector3 )

Returns true if the vectors are exactly equal.

Note: Due to floating-point precision errors, consider using is_equal_approx instead, which is more reliable.

Note: Vectors with @GDScript.NAN elements don't behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included.


bool operator > ( right: Vector3 )

Compares two Vector3 vectors by first checking if the X value of the left vector is greater than the X value of the right vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, and then with the Z values. This operator is useful for sorting vectors.

Note: Vectors with @GDScript.NAN elements don't behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included.


bool operator >= ( right: Vector3 )

Compares two Vector3 vectors by first checking if the X value of the left vector is greater than or equal to the X value of the right vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, and then with the Z values. This operator is useful for sorting vectors.

Note: Vectors with @GDScript.NAN elements don't behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included.


float operator [] ( index: int )

Access vector components using their index. v[0] is equivalent to v.x, v[1] is equivalent to v.y, and v[2] is equivalent to v.z.


Vector3 operator unary+ ( )

Returns the same value as if the + was not there. Unary + does nothing, but sometimes it can make your code more readable.


Vector3 operator unary- ( )

Returns the negative value of the Vector3. This is the same as writing Vector3(-v.x, -v.y, -v.z). This operation flips the direction of the vector while keeping the same magnitude. With floats, the number zero can be either positive or negative.

3

本方法通常需要用户覆盖才能生效。

1

本方法无副作用,不会修改该实例的任何成员变量。

4

本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。

5

本方法用于构造某个类型。

2

调用本方法无需实例,可直接使用类名进行调用。

6

本方法描述的是使用本类型作为左操作数的有效运算符。

7

这个值是由下列位标志构成位掩码的整数。

8

无返回值。