d516aab8fa
Also enhance RigidBody docs as per https://github.com/godotengine/godot-docs/pull/1018 and fix the version tag in all files (not really stable yet, but it makes no sense to hardcode rc3 at this stage).
256 lines
7.4 KiB
XML
256 lines
7.4 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Vector3" category="Built-In Types" version="3.0-stable">
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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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http://docs.godotengine.org/en/3.0/learning/features/math/index.html
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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 vector's minimum angle to the vector [code]to[/code].
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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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Bounce returns the vector "bounced off" from the given plane, specified by its normal vector.
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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 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 b.
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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 b.
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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 Vector3( 1.0 / v.x, 1.0 / v.y, 1.0 / v.z )
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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 whether the vector is normalized or not.
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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 length of the vector.
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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 length of the vector, squared. Prefer this function over "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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Linearly interpolates the vector to a given one (b), 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="max_axis">
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<return type="int">
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</return>
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<description>
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Returns AXIS_X, AXIS_Y or AXIS_Z depending on which axis is the largest.
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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 AXIS_X, AXIS_Y or AXIS_Z depending on which axis is the smallest.
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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 a copy of the normalized vector to unit length. This is the same as v / v.length().
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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 b.
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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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Reflects the vector along the given plane, specified by its normal vector.
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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 some axis by phi radians. The axis must be a normalized vector.
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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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Slide returns the component of the vector along the given plane, specified by its normal vector.
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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="float">
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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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X component of the vector.
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</member>
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<member name="y" type="float" setter="" getter="">
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Y component of the vector.
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</member>
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<member name="z" type="float" setter="" getter="">
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Z component of the vector.
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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 functions like max_axis or 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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