A 3D vector using floating-point coordinates.
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 [code]precision=double[/code].
See [Vector3i] for its integer counterpart.
[b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 will always evaluate to [code]true[/code].
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$DOCS_URL/tutorials/math/vector_math.html
$DOCS_URL/tutorials/math/vectors_advanced.html
https://www.youtube.com/playlist?list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab
https://godotengine.org/asset-library/asset/2787
https://github.com/godotengine/godot-demo-projects/tree/master/3d
Constructs a default-initialized [Vector3] with all components set to [code]0[/code].
Constructs a [Vector3] as a copy of the given [Vector3].
Constructs a new [Vector3] from [Vector3i].
Returns a [Vector3] with the given components.
Returns a new vector with all components in absolute values (i.e. positive).
Returns the unsigned minimum angle to the given vector, in radians.
Returns the derivative at the given [param t] on the [url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]Bézier curve[/url] defined by this vector and the given [param control_1], [param control_2], and [param end] points.
Returns the point at the given [param t] on the [url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]Bézier curve[/url] defined by this vector and the given [param control_1], [param control_2], and [param end] points.
Returns the vector "bounced off" from a plane defined by the given normal [param n].
[b]Note:[/b] [method bounce] performs the operation that most engines and frameworks call [code skip-lint]reflect()[/code].
Returns a new vector with all components rounded up (towards positive infinity).
Returns a new vector with all components clamped between the components of [param min] and [param max], by running [method @GlobalScope.clamp] on each component.
Returns a new vector with all components clamped between [param min] and [param max], by running [method @GlobalScope.clamp] on each component.
Returns the cross product of this vector and [param with].
This returns a vector perpendicular to both this and [param 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.
Performs a cubic interpolation between this vector and [param b] using [param pre_a] and [param post_b] as handles, and returns the result at position [param weight]. [param weight] is on the range of 0.0 to 1.0, representing the amount of interpolation.
Performs a cubic interpolation between this vector and [param b] using [param pre_a] and [param post_b] as handles, and returns the result at position [param weight]. [param weight] is on the range of 0.0 to 1.0, representing the amount of interpolation.
It can perform smoother interpolation than [method cubic_interpolate] by the time values.
Returns the normalized vector pointing from this vector to [param to]. This is equivalent to using [code](b - a).normalized()[/code].
Returns the squared distance between this vector and [param to].
This method runs faster than [method distance_to], so prefer it if you need to compare vectors or need the squared distance for some formula.
Returns the distance between this vector and [param to].
Returns the dot product of this vector and [param 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 [code]0[/code] for a straight 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 [code]-1.0[/code] (180 degree angle) when the vectors are facing opposite directions, and [code]1.0[/code] (0 degree angle) when the vectors are aligned.
[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code].
Returns a new vector with all components rounded down (towards negative infinity).
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].
Returns [code]true[/code] if this vector and [param to] are approximately equal, by running [method @GlobalScope.is_equal_approx] on each component.
Returns [code]true[/code] if this vector is finite, by calling [method @GlobalScope.is_finite] on each component.
Returns [code]true[/code] if the vector is normalized, i.e. its length is approximately equal to 1.
Returns [code]true[/code] if this vector's values are approximately zero, by running [method @GlobalScope.is_zero_approx] on each component.
This method is faster than using [method is_equal_approx] with one value as a zero vector.
Returns the length (magnitude) of this vector.
Returns the squared length (squared magnitude) of this vector.
This method runs faster than [method length], so prefer it if you need to compare vectors or need the squared distance for some formula.
Returns the result of the linear interpolation between this vector and [param to] by amount [param weight]. [param weight] is on the range of [code]0.0[/code] to [code]1.0[/code], representing the amount of interpolation.
Returns the vector with a maximum length by limiting its length to [param length].
Returns the component-wise maximum of this and [param with], equivalent to [code]Vector3(maxf(x, with.x), maxf(y, with.y), maxf(z, with.z))[/code].
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].
Returns the component-wise maximum of this and [param with], equivalent to [code]Vector3(maxf(x, with), maxf(y, with), maxf(z, with))[/code].
Returns the component-wise minimum of this and [param with], equivalent to [code]Vector3(minf(x, with.x), minf(y, with.y), minf(z, with.z))[/code].
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].
Returns the component-wise minimum of this and [param with], equivalent to [code]Vector3(minf(x, with), minf(y, with), minf(z, with))[/code].
Returns a new vector moved toward [param to] by the fixed [param delta] amount. Will not go past the final value.
Returns the result of scaling the vector to unit length. Equivalent to [code]v / v.length()[/code]. See also [method is_normalized].
[b]Note:[/b] This function may return incorrect values if the input vector length is near zero.
Returns the [Vector3] from an octahedral-compressed form created using [method octahedron_encode] (stored as a [Vector2]).
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 [method normalized] [Vector3]s without increasing storage or memory requirements. See also [method octahedron_decode].
[b]Note:[/b] [method octahedron_encode] can only be used for [method normalized] vectors. [method octahedron_encode] does [i]not[/i] 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.
[b]Note:[/b] Octahedral compression is [i]lossy[/i], although visual differences are rarely perceptible in real world scenarios.
Returns the outer product with [param with].
Returns a vector composed of the [method @GlobalScope.fposmod] of this vector's components and [param mod].
Returns a vector composed of the [method @GlobalScope.fposmod] of this vector's components and [param modv]'s components.
Returns a new vector resulting from projecting this vector onto the given vector [param b]. The resulting new vector is parallel to [param b]. See also [method slide].
[b]Note:[/b] If the vector [param b] is a zero vector, the components of the resulting new vector will be [constant @GDScript.NAN].
Returns the result of reflecting the vector through a plane defined by the given normal vector [param n].
[b]Note:[/b] [method reflect] differs from what other engines and frameworks call [code skip-lint]reflect()[/code]. In other engines, [code skip-lint]reflect()[/code] 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 [method bounce] which does what most engines call [code skip-lint]reflect()[/code].
Returns the result of rotating this vector around a given axis by [param angle] (in radians). The axis must be a normalized vector. See also [method @GlobalScope.deg_to_rad].
Returns a new vector with all components rounded to the nearest integer, with halfway cases rounded away from zero.
Returns a new vector with each component set to [code]1.0[/code] if it's positive, [code]-1.0[/code] if it's negative, and [code]0.0[/code] if it's zero. The result is identical to calling [method @GlobalScope.sign] on each component.
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 [param axis].
Returns the result of spherical linear interpolation between this vector and [param to], by amount [param weight]. [param 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 [method lerp].
Returns a new vector resulting from sliding this vector along a plane with normal [param n]. The resulting new vector is perpendicular to [param n], and is equivalent to this vector minus its projection on [param n]. See also [method project].
[b]Note:[/b] The vector [param n] must be normalized. See also [method normalized].
Returns a new vector with each component snapped to the nearest multiple of the corresponding component in [param step]. This can also be used to round the components to an arbitrary number of decimals.
Returns a new vector with each component snapped to the nearest multiple of [param step]. This can also be used to round the components to an arbitrary number of decimals.
The vector's X component. Also accessible by using the index position [code][0][/code].
The vector's Y component. Also accessible by using the index position [code][1][/code].
The vector's Z component. Also accessible by using the index position [code][2][/code].
Enumerated value for the X axis. Returned by [method max_axis_index] and [method min_axis_index].
Enumerated value for the Y axis. Returned by [method max_axis_index] and [method min_axis_index].
Enumerated value for the Z axis. Returned by [method max_axis_index] and [method min_axis_index].
Zero vector, a vector with all components set to [code]0[/code].
One vector, a vector with all components set to [code]1[/code].
Infinity vector, a vector with all components set to [constant @GDScript.INF].
Left unit vector. Represents the local direction of left, and the global direction of west.
Right unit vector. Represents the local direction of right, and the global direction of east.
Up unit vector.
Down unit vector.
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 [constant Vector3.MODEL_FRONT] and similar constants when working in 3D asset space.
Back unit vector. Represents the local direction of back, and the global direction of south.
Unit vector pointing towards the left side of imported 3D assets.
Unit vector pointing towards the right side of imported 3D assets.
Unit vector pointing towards the top side (up) of imported 3D assets.
Unit vector pointing towards the bottom side (down) of imported 3D assets.
Unit vector pointing towards the front side (facing forward) of imported 3D assets.
Unit vector pointing towards the rear side (back) of imported 3D assets.
Returns [code]true[/code] if the vectors are not equal.
[b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable.
[b]Note:[/b] Vectors with [constant @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.
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).
[code]vector * basis[/code] is equivalent to [code]basis.transposed() * vector[/code]. See [method Basis.transposed].
For transforming by inverse of a non-orthonormal basis (e.g. with scaling) [code]basis.inverse() * vector[/code] can be used instead. See [method Basis.inverse].
Inversely transforms (multiplies) the [Vector3] by the given [Quaternion].
[code]vector * quaternion[/code] is equivalent to [code]quaternion.inverse() * vector[/code]. See [method Quaternion.inverse].
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).
[code]vector * transform[/code] is equivalent to [code]transform.inverse() * vector[/code]. See [method Transform3D.inverse].
For transforming by inverse of an affine transformation (e.g. with scaling) [code]transform.affine_inverse() * vector[/code] can be used instead. See [method Transform3D.affine_inverse].
Multiplies each component of the [Vector3] by the components of the given [Vector3].
[codeblock]
print(Vector3(10, 20, 30) * Vector3(3, 4, 5)) # Prints "(30, 80, 150)"
[/codeblock]
Multiplies each component of the [Vector3] by the given [float].
Multiplies each component of the [Vector3] by the given [int].
Adds each component of the [Vector3] by the components of the given [Vector3].
[codeblock]
print(Vector3(10, 20, 30) + Vector3(3, 4, 5)) # Prints "(13, 24, 35)"
[/codeblock]
Subtracts each component of the [Vector3] by the components of the given [Vector3].
[codeblock]
print(Vector3(10, 20, 30) - Vector3(3, 4, 5)) # Prints "(7, 16, 25)"
[/codeblock]
Divides each component of the [Vector3] by the components of the given [Vector3].
[codeblock]
print(Vector3(10, 20, 30) / Vector3(2, 5, 3)) # Prints "(5, 4, 10)"
[/codeblock]
Divides each component of the [Vector3] by the given [float].
Divides each component of the [Vector3] by the given [int].
Compares two [Vector3] vectors by first checking if the X value of the left vector is less than the X value of the [param 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.
[b]Note:[/b] Vectors with [constant @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.
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 [param 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.
[b]Note:[/b] Vectors with [constant @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.
Returns [code]true[/code] if the vectors are exactly equal.
[b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable.
[b]Note:[/b] Vectors with [constant @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.
Compares two [Vector3] vectors by first checking if the X value of the left vector is greater than the X value of the [param 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.
[b]Note:[/b] Vectors with [constant @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.
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 [param 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.
[b]Note:[/b] Vectors with [constant @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.
Access vector components using their [param 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].
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.
Returns the negative value of the [Vector3]. This is the same as writing [code]Vector3(-v.x, -v.y, -v.z)[/code]. This operation flips the direction of the vector while keeping the same magnitude. With floats, the number zero can be either positive or negative.