mirror of
https://github.com/godotengine/godot
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306 lines
13 KiB
XML
306 lines
13 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Vector3i" version="4.0">
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<brief_description>
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Vector used for 3D math using integer coordinates.
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</brief_description>
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<description>
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3-element structure that can be used to represent positions in 3D space or any other pair of numeric values.
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It uses integer coordinates and is therefore preferable to [Vector3] when exact precision is required.
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[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].
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</description>
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<tutorials>
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<link title="Math documentation index">$DOCS_URL/tutorials/math/index.html</link>
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<link title="Vector math">$DOCS_URL/tutorials/math/vector_math.html</link>
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<link title="3Blue1Brown Essence of Linear Algebra">https://www.youtube.com/playlist?list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab</link>
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</tutorials>
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<constructors>
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<constructor name="Vector3i">
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<return type="Vector3i" />
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<description>
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Constructs a default-initialized [Vector3i] with all components set to [code]0[/code].
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</description>
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</constructor>
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<constructor name="Vector3i">
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<return type="Vector3i" />
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<argument index="0" name="from" type="Vector3i" />
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<description>
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Constructs a [Vector3i] as a copy of the given [Vector3i].
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</description>
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</constructor>
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<constructor name="Vector3i">
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<return type="Vector3i" />
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<argument index="0" name="from" type="Vector3" />
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<description>
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Constructs a new [Vector3i] from [Vector3]. The floating point coordinates will be truncated.
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</description>
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</constructor>
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<constructor name="Vector3i">
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<return type="Vector3i" />
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<argument index="0" name="x" type="int" />
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<argument index="1" name="y" type="int" />
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<argument index="2" name="z" type="int" />
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<description>
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Returns a [Vector3i] with the given components.
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</description>
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</constructor>
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</constructors>
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<methods>
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<method name="abs" qualifiers="const">
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<return type="Vector3i" />
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<description>
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</description>
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</method>
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<method name="clamp" qualifiers="const">
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<return type="Vector3i" />
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<argument index="0" name="min" type="Vector3i" />
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<argument index="1" name="max" type="Vector3i" />
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<description>
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Returns a new vector with all components clamped between the components of [code]min[/code] and [code]max[/code], by running [method @GlobalScope.clamp] on each component.
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</description>
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</method>
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<method name="length" qualifiers="const">
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<return type="float" />
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<description>
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Returns the length (magnitude) of this vector.
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</description>
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</method>
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<method name="length_squared" qualifiers="const">
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<return type="int" />
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<description>
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Returns the squared length (squared magnitude) of this vector.
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This method runs faster than [method length], so prefer it if you need to compare 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="max_axis_index" qualifiers="const">
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<return type="int" />
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<description>
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Returns the axis of the vector's highest value. See [code]AXIS_*[/code] constants. If all components are equal, this method returns [constant AXIS_X].
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</description>
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</method>
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<method name="min_axis_index" qualifiers="const">
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<return type="int" />
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<description>
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Returns the axis of the vector's lowest value. See [code]AXIS_*[/code] constants. If all components are equal, this method returns [constant AXIS_Z].
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</description>
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</method>
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<method name="sign" qualifiers="const">
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<return type="Vector3i" />
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<description>
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Returns the vector with each component set to one or negative one, depending on the signs of the components.
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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="int" setter="" getter="" default="0">
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The vector's X component. Also accessible by using the index position [code][0][/code].
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</member>
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<member name="y" type="int" setter="" getter="" default="0">
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The vector's Y component. Also accessible by using the index position [code][1][/code].
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</member>
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<member name="z" type="int" setter="" getter="" default="0">
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The vector's Z component. Also accessible by using the index position [code][2][/code].
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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 [method max_axis_index] and [method min_axis_index].
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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. Returned by [method max_axis_index] and [method min_axis_index].
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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. Returned by [method max_axis_index] and [method min_axis_index].
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</constant>
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<constant name="ZERO" value="Vector3i(0, 0, 0)">
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Zero vector, a vector with all components set to [code]0[/code].
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</constant>
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<constant name="ONE" value="Vector3i(1, 1, 1)">
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One vector, a vector with all components set to [code]1[/code].
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</constant>
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<constant name="LEFT" value="Vector3i(-1, 0, 0)">
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Left unit vector. Represents the local direction of left, and the global direction of west.
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</constant>
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<constant name="RIGHT" value="Vector3i(1, 0, 0)">
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Right unit vector. Represents the local direction of right, and the global direction of east.
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</constant>
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<constant name="UP" value="Vector3i(0, 1, 0)">
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Up unit vector.
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</constant>
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<constant name="DOWN" value="Vector3i(0, -1, 0)">
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Down unit vector.
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</constant>
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<constant name="FORWARD" value="Vector3i(0, 0, -1)">
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Forward unit vector. Represents the local direction of forward, and the global direction of north.
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</constant>
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<constant name="BACK" value="Vector3i(0, 0, 1)">
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Back unit vector. Represents the local direction of back, and the global direction of south.
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</constant>
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</constants>
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<operators>
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<operator name="operator !=">
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<return type="bool" />
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<description>
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</description>
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</operator>
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<operator name="operator !=">
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<return type="bool" />
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<argument index="0" name="right" type="Vector3i" />
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<description>
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Returns [code]true[/code] if the vectors are not equal.
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</description>
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</operator>
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<operator name="operator %">
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<return type="Vector3i" />
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<argument index="0" name="right" type="Vector3i" />
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<description>
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Gets the remainder of each component of the [Vector3i] with the components of the given [Vector3i]. This operation uses truncated division, which is often not desired as it does not work well with negative numbers. Consider using [method @GlobalScope.posmod] instead if you want to handle negative numbers.
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[codeblock]
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print(Vector3i(10, -20, 30) % Vector3i(7, 8, 9)) # Prints "(3, -4, 3)"
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[/codeblock]
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</description>
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</operator>
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<operator name="operator %">
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<return type="Vector3i" />
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<argument index="0" name="right" type="int" />
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<description>
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Gets the remainder of each component of the [Vector3i] with the the given [int]. This operation uses truncated division, which is often not desired as it does not work well with negative numbers. Consider using [method @GlobalScope.posmod] instead if you want to handle negative numbers.
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[codeblock]
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print(Vector2i(10, -20, 30) % 7) # Prints "(3, -6, 2)"
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[/codeblock]
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</description>
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</operator>
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<operator name="operator *">
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<return type="Vector3i" />
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<argument index="0" name="right" type="Vector3i" />
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<description>
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Multiplies each component of the [Vector3i] by the components of the given [Vector3i].
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[codeblock]
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print(Vector3i(10, 20, 30) * Vector3i(3, 4, 5)) # Prints "(30, 80, 150)"
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[/codeblock]
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</description>
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</operator>
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<operator name="operator *">
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<return type="Vector3i" />
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<argument index="0" name="right" type="float" />
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<description>
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Multiplies each component of the [Vector3i] by the given [float] truncated to an integer.
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[codeblock]
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print(Vector3i(10, 20, 30) * 0.9) # Prints "(0, 0, 0)"
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[/codeblock]
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</description>
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</operator>
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<operator name="operator *">
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<return type="Vector3i" />
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<argument index="0" name="right" type="int" />
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<description>
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Multiplies each component of the [Vector3i] by the given [int].
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</description>
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</operator>
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<operator name="operator +">
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<return type="Vector3i" />
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<argument index="0" name="right" type="Vector3i" />
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<description>
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Adds each component of the [Vector3i] by the components of the given [Vector3i].
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[codeblock]
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print(Vector3i(10, 20, 30) + Vector3i(3, 4, 5)) # Prints "(13, 24, 35)"
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[/codeblock]
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</description>
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</operator>
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<operator name="operator -">
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<return type="Vector3i" />
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<argument index="0" name="right" type="Vector3i" />
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<description>
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Subtracts each component of the [Vector3i] by the components of the given [Vector3i].
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[codeblock]
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print(Vector3i(10, 20, 30) - Vector3i(3, 4, 5)) # Prints "(7, 16, 25)"
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[/codeblock]
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</description>
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</operator>
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<operator name="operator /">
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<return type="Vector3i" />
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<argument index="0" name="right" type="Vector3i" />
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<description>
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Divides each component of the [Vector3i] by the components of the given [Vector3i].
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[codeblock]
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print(Vector3i(10, 20, 30) / Vector3i(2, 5, 3)) # Prints "(5, 4, 10)"
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[/codeblock]
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</description>
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</operator>
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<operator name="operator /">
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<return type="Vector3i" />
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<argument index="0" name="right" type="float" />
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<description>
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Divides each component of the [Vector3i] by the given [float] truncated to an integer.
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[codeblock]
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print(Vector3i(10, 20, 30) / 2.9) # Prints "(5, 10, 15)"
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[/codeblock]
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</description>
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</operator>
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<operator name="operator /">
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<return type="Vector3i" />
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<argument index="0" name="right" type="int" />
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<description>
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Divides each component of the [Vector3i] by the given [int].
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</description>
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</operator>
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<operator name="operator <">
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<return type="bool" />
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<argument index="0" name="right" type="Vector3i" />
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<description>
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Compares two [Vector3i] vectors by first checking if the X value of the left vector is less than the X value of the [code]right[/code] 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.
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</description>
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</operator>
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<operator name="operator <=">
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<return type="bool" />
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<argument index="0" name="right" type="Vector3i" />
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<description>
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Compares two [Vector3i] vectors by first checking if the X value of the left vector is less than or equal to the X value of the [code]right[/code] 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.
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</description>
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</operator>
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<operator name="operator ==">
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<return type="bool" />
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<description>
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</description>
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</operator>
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<operator name="operator ==">
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<return type="bool" />
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<argument index="0" name="right" type="Vector3i" />
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<description>
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Returns [code]true[/code] if the vectors are equal.
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</description>
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</operator>
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<operator name="operator >">
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<return type="bool" />
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<argument index="0" name="right" type="Vector3i" />
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<description>
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Compares two [Vector3i] vectors by first checking if the X value of the left vector is greater than the X value of the [code]right[/code] 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.
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</description>
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</operator>
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<operator name="operator >=">
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<return type="bool" />
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<argument index="0" name="right" type="Vector3i" />
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<description>
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Compares two [Vector3i] vectors by first checking if the X value of the left vector is greater than or equal to the X value of the [code]right[/code] 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.
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</description>
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</operator>
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<operator name="operator []">
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<return type="int" />
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<argument index="0" name="index" type="int" />
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<description>
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Access vector components using their index. [code]v[0][/code] is equivalent to [code]v.x[/code], [code]v[1][/code] is equivalent to [code]v.y[/code], and [code]v[2][/code] is equivalent to [code]v.z[/code].
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</description>
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</operator>
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<operator name="operator unary+">
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<return type="Vector3i" />
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<description>
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Returns the same value as if the [code]+[/code] was not there. Unary [code]+[/code] does nothing, but sometimes it can make your code more readable.
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</description>
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</operator>
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<operator name="operator unary-">
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<return type="Vector3i" />
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<description>
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Returns the negative value of the [Vector3i]. This is the same as writing [code]Vector3i(-v.x, -v.y, -v.z)[/code]. This operation flips the direction of the vector while keeping the same magnitude.
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</description>
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</operator>
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</operators>
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</class>
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