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<?xml version="1.0" encoding="UTF-8" ?>
<class name= "Vector3i" version= "4.0" >
<brief_description >
Vector used for 3D math using integer coordinates.
</brief_description>
<description >
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.
[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>
<tutorials >
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<link title= "Math tutorial index" > https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
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</tutorials>
<methods >
<method name= "Vector3i" >
<return type= "Vector3i" >
</return>
<argument index= "0" name= "x" type= "int" >
</argument>
<argument index= "1" name= "y" type= "int" >
</argument>
<argument index= "2" name= "z" type= "int" >
</argument>
<description >
Returns a [Vector3i] with the given components.
</description>
</method>
<method name= "Vector3i" >
<return type= "Vector3i" >
</return>
<argument index= "0" name= "from" type= "Vector3" >
</argument>
<description >
Constructs a new [Vector3i] from [Vector3]. The floating point coordinates will be truncated.
</description>
</method>
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<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. If all components are equal, this method returns [constant AXIS_X].
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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. If all components are equal, this method returns [constant AXIS_Z].
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</description>
</method>
<method name= "sign" >
<return type= "Vector3i" >
</return>
<description >
Returns the vector with each component set to one or negative one, depending on the signs of the components.
</description>
</method>
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</methods>
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<members >
<member name= "x" type= "int" setter= "" getter= "" default= "0" >
The vector's X component. Also accessible by using the index position [code][0][/code].
</member>
<member name= "y" type= "int" setter= "" getter= "" default= "0" >
The vector's Y component. Also accessible by using the index position [code][1][/code].
</member>
<member name= "z" type= "int" setter= "" getter= "" default= "0" >
The vector's Z component. Also accessible by using the index position [code][2][/code].
</member>
</members>
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<constants >
<constant name= "AXIS_X" value= "0" >
Enumerated value for the X 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= "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>
<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>
<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>
<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>
<constant name= "UP" value= "Vector3i( 0, 1, 0 )" >
Up unit vector.
</constant>
<constant name= "DOWN" value= "Vector3i( 0, -1, 0 )" >
Down unit vector.
</constant>
<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>
<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>
</constants>
</class>