98b59cf2a3
Also change the <tutorials> structure to make use of individual <link> tags
274 lines
8.0 KiB
XML
274 lines
8.0 KiB
XML
<?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>
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Vector class, which performs basic 3D vector math operations.
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</brief_description>
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<description>
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Vector3 is one of the core classes of the engine, and includes several built-in helper functions to perform basic vector math operations.
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</description>
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<tutorials>
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<link>http://docs.godotengine.org/en/3.0/tutorials/math/index.html</link>
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</tutorials>
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<demos>
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</demos>
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<methods>
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<method name="Vector3">
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<return type="Vector3">
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</return>
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<argument index="0" name="x" type="float">
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</argument>
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<argument index="1" name="y" type="float">
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</argument>
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<argument index="2" name="z" type="float">
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</argument>
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<description>
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Returns a Vector3 with the given components.
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</description>
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</method>
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<method name="abs">
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<return type="Vector3">
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</return>
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<description>
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Returns a new vector with all components in absolute values (i.e. positive).
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</description>
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</method>
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<method name="angle_to">
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<return type="float">
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</return>
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<argument index="0" name="to" type="Vector3">
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</argument>
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<description>
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Returns the minimum angle to the given vector.
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</description>
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</method>
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<method name="bounce">
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<return type="Vector3">
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</return>
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<argument index="0" name="n" type="Vector3">
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</argument>
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<description>
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Returns the vector "bounced off" from a plane defined by the given normal.
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</description>
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</method>
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<method name="ceil">
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<return type="Vector3">
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</return>
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<description>
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Returns a new vector with all components rounded up.
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</description>
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</method>
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<method name="cross">
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<return type="Vector3">
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</return>
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<argument index="0" name="b" type="Vector3">
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</argument>
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<description>
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Returns the cross product with [code]b[/code].
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</description>
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</method>
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<method name="cubic_interpolate">
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<return type="Vector3">
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</return>
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<argument index="0" name="b" type="Vector3">
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</argument>
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<argument index="1" name="pre_a" type="Vector3">
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</argument>
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<argument index="2" name="post_b" type="Vector3">
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</argument>
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<argument index="3" name="t" type="float">
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</argument>
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<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>
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</method>
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<method name="distance_squared_to">
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<return type="float">
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</return>
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<argument index="0" name="b" type="Vector3">
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</argument>
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<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>
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</method>
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<method name="distance_to">
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<return type="float">
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</return>
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<argument index="0" name="b" type="Vector3">
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</argument>
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<description>
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Returns the distance to [code]b[/code].
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</description>
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</method>
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<method name="dot">
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<return type="float">
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</return>
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<argument index="0" name="b" type="Vector3">
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</argument>
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<description>
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Returns the dot product with [code]b[/code].
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</description>
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</method>
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<method name="floor">
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<return type="Vector3">
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</return>
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<description>
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Returns a new vector with all components rounded down.
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</description>
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</method>
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<method name="inverse">
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<return type="Vector3">
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</return>
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<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>
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</method>
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<method name="is_normalized">
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<return type="bool">
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</return>
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<description>
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Returns [code]true[/code] if the vector is normalized.
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</description>
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</method>
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<method name="length">
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<return type="float">
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</return>
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<description>
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Returns the vector's length.
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</description>
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</method>
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<method name="length_squared">
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<return type="float">
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</return>
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<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>
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</method>
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<method name="linear_interpolate">
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<return type="Vector3">
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</return>
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<argument index="0" name="b" type="Vector3">
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</argument>
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<argument index="1" name="t" type="float">
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</argument>
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<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>
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</method>
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<method name="max_axis">
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<return type="int">
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</return>
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<description>
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Returns the axis of the vector's largest value. See [code]AXIS_*[/code] constants.
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</description>
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</method>
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<method name="min_axis">
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<return type="int">
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</return>
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<description>
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Returns the axis of the vector's smallest value. See [code]AXIS_*[/code] constants.
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</description>
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</method>
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<method name="normalized">
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<return type="Vector3">
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</return>
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<description>
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Returns the vector scaled to unit length. Equivalent to [code]v / v.length()[/code].
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</description>
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</method>
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<method name="outer">
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<return type="Basis">
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</return>
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<argument index="0" name="b" type="Vector3">
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</argument>
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<description>
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Returns the outer product with [code]b[/code].
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</description>
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</method>
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<method name="reflect">
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<return type="Vector3">
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</return>
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<argument index="0" name="n" type="Vector3">
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</argument>
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<description>
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Returns the vector reflected from a plane defined by the given normal.
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</description>
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</method>
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<method name="rotated">
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<return type="Vector3">
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</return>
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<argument index="0" name="axis" type="Vector3">
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</argument>
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<argument index="1" name="phi" type="float">
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</argument>
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<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>
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</method>
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<method name="round">
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<return type="Vector3">
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</return>
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<description>
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</description>
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</method>
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<method name="slerp">
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<return type="Vector3">
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</return>
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<argument index="0" name="b" type="Vector3">
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</argument>
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<argument index="1" name="t" type="float">
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</argument>
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<description>
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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.
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Both vectors need to be normalized.
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</description>
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</method>
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<method name="slide">
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<return type="Vector3">
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</return>
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<argument index="0" name="n" type="Vector3">
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</argument>
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<description>
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Returns the component of the vector along a plane defined by the given normal.
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</description>
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</method>
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<method name="snapped">
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<return type="Vector3">
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</return>
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<argument index="0" name="by" type="Vector3">
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</argument>
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<description>
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Returns a copy of the vector, snapped to the lowest neared multiple.
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</description>
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</method>
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<method name="to_diagonal_matrix">
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<return type="Basis">
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</return>
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<description>
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Returns a diagonal matrix with the vector as main diagonal.
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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="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>
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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] 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.
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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.
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</constant>
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</constants>
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</class>
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