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<?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 >
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 >
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<link > http://docs.godotengine.org/en/3.0/tutorials/math/index.html</link>
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</tutorials>
<demos >
</demos>
<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 >
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Returns the minimum angle to the given vector.
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</description>
</method>
<method name= "bounce" >
<return type= "Vector3" >
</return>
<argument index= "0" name= "n" type= "Vector3" >
</argument>
<description >
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Returns the vector "bounced off" from a plane defined by the given normal.
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</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 >
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Returns the cross product with [code]b[/code].
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</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 >
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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>
</method>
<method name= "distance_squared_to" >
<return type= "float" >
</return>
<argument index= "0" name= "b" type= "Vector3" >
</argument>
<description >
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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.
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</description>
</method>
<method name= "distance_to" >
<return type= "float" >
</return>
<argument index= "0" name= "b" type= "Vector3" >
</argument>
<description >
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Returns the distance to [code]b[/code].
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</description>
</method>
<method name= "dot" >
<return type= "float" >
</return>
<argument index= "0" name= "b" type= "Vector3" >
</argument>
<description >
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Returns the dot product with [code]b[/code].
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</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 >
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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].
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</description>
</method>
<method name= "is_normalized" >
<return type= "bool" >
</return>
<description >
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Returns [code]true[/code] if the vector is normalized.
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</description>
</method>
<method name= "length" >
<return type= "float" >
</return>
<description >
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Returns the vector's length.
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</description>
</method>
<method name= "length_squared" >
<return type= "float" >
</return>
<description >
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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.
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</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 >
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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], a percentage of how far along the interpolation is.
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</description>
</method>
<method name= "max_axis" >
<return type= "int" >
</return>
<description >
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Returns the axis of the vector's largest value. See [code]AXIS_*[/code] constants.
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</description>
</method>
<method name= "min_axis" >
<return type= "int" >
</return>
<description >
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Returns the axis of the vector's smallest value. See [code]AXIS_*[/code] constants.
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</description>
</method>
<method name= "normalized" >
<return type= "Vector3" >
</return>
<description >
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Returns the vector scaled to unit length. Equivalent to [code]v / v.length()[/code].
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</description>
</method>
<method name= "outer" >
<return type= "Basis" >
</return>
<argument index= "0" name= "b" type= "Vector3" >
</argument>
<description >
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Returns the outer product with [code]b[/code].
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</description>
</method>
<method name= "reflect" >
<return type= "Vector3" >
</return>
<argument index= "0" name= "n" type= "Vector3" >
</argument>
<description >
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Returns the vector reflected from a plane defined by the given normal.
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</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 >
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Rotates the vector around a given axis by [code]phi[/code] radians. The axis must be a normalized vector.
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</description>
</method>
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<method name= "round" >
<return type= "Vector3" >
</return>
<description >
</description>
</method>
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<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 "b", by amount "t". "t" should be a float of 0.0-1.0, a percentage of how far along the interpolation is.
Both vectors need to be normalized.
</description>
</method>
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<method name= "slide" >
<return type= "Vector3" >
</return>
<argument index= "0" name= "n" type= "Vector3" >
</argument>
<description >
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Returns the component of the vector along a plane defined by the given normal.
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</description>
</method>
<method name= "snapped" >
<return type= "Vector3" >
</return>
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<argument index= "0" name= "by" type= "Vector3" >
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</argument>
<description >
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Returns a copy of the vector, snapped to the lowest neared multiple.
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</description>
</method>
<method name= "to_diagonal_matrix" >
<return type= "Basis" >
</return>
<description >
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Returns a diagonal matrix with the vector as main diagonal.
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</description>
</method>
</methods>
<members >
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<member name= "x" type= "float" setter= "" getter= "" >
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The vector's x component.
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</member>
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<member name= "y" type= "float" setter= "" getter= "" >
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The vector's y component.
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</member>
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<member name= "z" type= "float" setter= "" getter= "" >
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The vector's z component.
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</member>
</members>
<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] and [method 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.
</constant>
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<constant name= "AXIS_Z" value= "2" >
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Enumerated value for the Z axis.
</constant>
</constants>
</class>