Class Vector3
A 3D vector using floating-point coordinates.
Remarks
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 precision=double
.
See Vector3i for its integer counterpart.
Note: In a boolean context, a Vector3 will evaluate to false
if it's equal to Vector3(0, 0, 0)
. Otherwise, a Vector3 will always evaluate to true
.
See Also
Constructors
Vector3
Constructs a default-initialized Vector3 with all components set to 0
.
Vector3 Vector3
Vector3(Vector3)
Constructs a Vector3 as a copy of the given Vector3.
Vector3 Vector3(Vector3 from)
Parameters
from
Vector3
Vector3(Vector3i)
Constructs a new Vector3 from Vector3i.
Vector3 Vector3(Vector3i from)
Parameters
from
Vector3i
Vector3(float, float, float)
Returns a Vector3 with the given components.
Vector3 Vector3(float x, float y, float z)
Parameters
Fields
ZERO
Zero vector, a vector with all components set to 0
.
const ZERO = Vector3(0, 0, 0)
ONE
One vector, a vector with all components set to 1
.
const ONE = Vector3(1, 1, 1)
INF
Infinity vector, a vector with all components set to INF.
const INF = Vector3(inf, inf, inf)
LEFT
Left unit vector. Represents the local direction of left, and the global direction of west.
const LEFT = Vector3(-1, 0, 0)
RIGHT
Right unit vector. Represents the local direction of right, and the global direction of east.
const RIGHT = Vector3(1, 0, 0)
UP
Up unit vector.
const UP = Vector3(0, 1, 0)
DOWN
Down unit vector.
const DOWN = Vector3(0, -1, 0)
FORWARD
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 MODEL_FRONT and similar constants when working in 3D asset space.
const FORWARD = Vector3(0, 0, -1)
BACK
Back unit vector. Represents the local direction of back, and the global direction of south.
const BACK = Vector3(0, 0, 1)
MODEL_LEFT
Unit vector pointing towards the left side of imported 3D assets.
const MODEL_LEFT = Vector3(1, 0, 0)
MODEL_RIGHT
Unit vector pointing towards the right side of imported 3D assets.
const MODEL_RIGHT = Vector3(-1, 0, 0)
MODEL_TOP
Unit vector pointing towards the top side (up) of imported 3D assets.
const MODEL_TOP = Vector3(0, 1, 0)
MODEL_BOTTOM
Unit vector pointing towards the bottom side (down) of imported 3D assets.
const MODEL_BOTTOM = Vector3(0, -1, 0)
MODEL_FRONT
Unit vector pointing towards the front side (facing forward) of imported 3D assets.
const MODEL_FRONT = Vector3(0, 0, 1)
MODEL_REAR
Unit vector pointing towards the rear side (back) of imported 3D assets.
const MODEL_REAR = Vector3(0, 0, -1)
Properties
x
The vector's X component. Also accessible by using the index position [0]
.
var x : float = 0.0
Property Value
y
The vector's Y component. Also accessible by using the index position [1]
.
var y : float = 0.0
Property Value
z
The vector's Z component. Also accessible by using the index position [2]
.
var z : float = 0.0
Property Value
Methods
abs
Qualifiers: const
Returns a new vector with all components in absolute values (i.e. positive).
Vector3 abs
angle_to(Vector3)
Qualifiers: const
Returns the unsigned minimum angle to the given vector, in radians.
float angle_to(Vector3 to)
Parameters
to
Vector3
bezier_derivative(Vector3, Vector3, Vector3, float)
Qualifiers: const
Returns the derivative at the given t
on the Bézier curve defined by this vector and the given control_1
, control_2
, and end
points.
Vector3 bezier_derivative(Vector3 control_1, Vector3 control_2, Vector3 end, float t)
Parameters
bezier_interpolate(Vector3, Vector3, Vector3, float)
Qualifiers: const
Returns the point at the given t
on the Bézier curve defined by this vector and the given control_1
, control_2
, and end
points.
Vector3 bezier_interpolate(Vector3 control_1, Vector3 control_2, Vector3 end, float t)
Parameters
bounce(Vector3)
Qualifiers: const
Returns the vector "bounced off" from a plane defined by the given normal n
.
Note: Vector3.bounce performs the operation that most engines and frameworks call reflect()
.
Vector3 bounce(Vector3 n)
Parameters
n
Vector3
ceil
Qualifiers: const
Returns a new vector with all components rounded up (towards positive infinity).
Vector3 ceil
clamp(Vector3, Vector3)
Qualifiers: const
Returns a new vector with all components clamped between the components of min
and max
, by running @GlobalScope.clamp on each component.
Vector3 clamp(Vector3 min, Vector3 max)
Parameters
clampf(float, float)
Qualifiers: const
Returns a new vector with all components clamped between min
and max
, by running @GlobalScope.clamp on each component.
Vector3 clampf(float min, float max)
Parameters
cross(Vector3)
Qualifiers: const
Returns the cross product of this vector and with
.
This returns a vector perpendicular to both this and 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.
Vector3 cross(Vector3 with)
Parameters
with
Vector3
cubic_interpolate(Vector3, Vector3, Vector3, float)
Qualifiers: const
Performs a cubic interpolation between this vector and b
using pre_a
and post_b
as handles, and returns the result at position weight
. weight
is on the range of 0.0 to 1.0, representing the amount of interpolation.
Vector3 cubic_interpolate(Vector3 b, Vector3 pre_a, Vector3 post_b, float weight)
Parameters
cubic_interpolate_in_time(Vector3, Vector3, Vector3, float, float, float, float)
Qualifiers: const
Performs a cubic interpolation between this vector and b
using pre_a
and post_b
as handles, and returns the result at position weight
. weight
is on the range of 0.0 to 1.0, representing the amount of interpolation.
It can perform smoother interpolation than Vector3.cubic_interpolate by the time values.
Vector3 cubic_interpolate_in_time(Vector3 b, Vector3 pre_a, Vector3 post_b, float weight, float b_t, float pre_a_t, float post_b_t)
Parameters
direction_to(Vector3)
Qualifiers: const
Returns the normalized vector pointing from this vector to to
. This is equivalent to using (b - a).normalized()
.
Vector3 direction_to(Vector3 to)
Parameters
to
Vector3
distance_squared_to(Vector3)
Qualifiers: const
Returns the squared distance between this vector and to
.
This method runs faster than Vector3.distance_to, so prefer it if you need to compare vectors or need the squared distance for some formula.
float distance_squared_to(Vector3 to)
Parameters
to
Vector3
distance_to(Vector3)
Qualifiers: const
Returns the distance between this vector and to
.
float distance_to(Vector3 to)
Parameters
to
Vector3
dot(Vector3)
Qualifiers: const
Returns the dot product of this vector and 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 0
for a right 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 -1.0
(180 degree angle) when the vectors are facing opposite directions, and 1.0
(0 degree angle) when the vectors are aligned.
Note: a.dot(b)
is equivalent to b.dot(a)
.
float dot(Vector3 with)
Parameters
with
Vector3
floor
Qualifiers: const
Returns a new vector with all components rounded down (towards negative infinity).
Vector3 floor
inverse
Qualifiers: const
Returns the inverse of the vector. This is the same as Vector3(1.0 / v.x, 1.0 / v.y, 1.0 / v.z)
.
Vector3 inverse
is_equal_approx(Vector3)
Qualifiers: const
Returns true
if this vector and to
are approximately equal, by running @GlobalScope.is_equal_approx on each component.
bool is_equal_approx(Vector3 to)
Parameters
to
Vector3
is_finite
Qualifiers: const
Returns true
if this vector is finite, by calling @GlobalScope.is_finite on each component.
bool is_finite
is_normalized
Qualifiers: const
Returns true
if the vector is normalized, i.e. its length is approximately equal to 1.
bool is_normalized
is_zero_approx
Qualifiers: const
Returns true
if this vector's values are approximately zero, by running @GlobalScope.is_zero_approx on each component.
This method is faster than using Vector3.is_equal_approx with one value as a zero vector.
bool is_zero_approx
length
Qualifiers: const
Returns the length (magnitude) of this vector.
float length
length_squared
Qualifiers: const
Returns the squared length (squared magnitude) of this vector.
This method runs faster than length, so prefer it if you need to compare vectors or need the squared distance for some formula.
float length_squared
lerp(Vector3, float)
Qualifiers: const
Returns the result of the linear interpolation between this vector and to
by amount weight
. weight
is on the range of 0.0
to 1.0
, representing the amount of interpolation.
Vector3 lerp(Vector3 to, float weight)
Parameters
limit_length(float)
Qualifiers: const
Returns the vector with a maximum length by limiting its length to length
. If the vector is non-finite, the result is undefined.
Vector3 limit_length(float length)
Parameters
length
float
max(Vector3)
Qualifiers: const
Returns the component-wise maximum of this and with
, equivalent to Vector3(maxf(x, with.x), maxf(y, with.y), maxf(z, with.z))
.
Vector3 max(Vector3 with)
Parameters
with
Vector3
max_axis_index
Qualifiers: const
Returns the axis of the vector's highest value. See AXIS_*
constants. If all components are equal, this method returns Vector3.AXIS_X.
int max_axis_index
maxf(float)
Qualifiers: const
Returns the component-wise maximum of this and with
, equivalent to Vector3(maxf(x, with), maxf(y, with), maxf(z, with))
.
Vector3 maxf(float with)
Parameters
with
float
min(Vector3)
Qualifiers: const
Returns the component-wise minimum of this and with
, equivalent to Vector3(minf(x, with.x), minf(y, with.y), minf(z, with.z))
.
Vector3 min(Vector3 with)
Parameters
with
Vector3
min_axis_index
Qualifiers: const
Returns the axis of the vector's lowest value. See AXIS_*
constants. If all components are equal, this method returns Vector3.AXIS_Z.
int min_axis_index
minf(float)
Qualifiers: const
Returns the component-wise minimum of this and with
, equivalent to Vector3(minf(x, with), minf(y, with), minf(z, with))
.
Vector3 minf(float with)
Parameters
with
float
move_toward(Vector3, float)
Qualifiers: const
Returns a new vector moved toward to
by the fixed delta
amount. Will not go past the final value.
Vector3 move_toward(Vector3 to, float delta)
Parameters
normalized
Qualifiers: const
Returns the result of scaling the vector to unit length. Equivalent to v / v.length()
. Returns (0, 0, 0)
if v.length() == 0
. See also is_normalized.
Note: This function may return incorrect values if the input vector length is near zero.
Vector3 normalized
octahedron_decode(Vector2)
Qualifiers: static
Returns the Vector3 from an octahedral-compressed form created using octahedron_encode (stored as a Vector2).
Vector3 octahedron_decode(Vector2 uv)
Parameters
uv
Vector2
octahedron_encode
Qualifiers: const
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 normalized Vector3s without increasing storage or memory requirements. See also Vector3.octahedron_decode.
Note: octahedron_encode can only be used for normalized vectors. octahedron_encode does not 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.
Note: Octahedral compression is lossy, although visual differences are rarely perceptible in real world scenarios.
Vector2 octahedron_encode
outer(Vector3)
Qualifiers: const
Returns the outer product with with
.
Basis outer(Vector3 with)
Parameters
with
Vector3
posmod(float)
Qualifiers: const
Returns a vector composed of the @GlobalScope.fposmod of this vector's components and mod
.
Vector3 posmod(float mod)
Parameters
mod
float
posmodv(Vector3)
Qualifiers: const
Returns a vector composed of the @GlobalScope.fposmod of this vector's components and modv
's components.
Vector3 posmodv(Vector3 modv)
Parameters
modv
Vector3
project(Vector3)
Qualifiers: const
Returns a new vector resulting from projecting this vector onto the given vector b
. The resulting new vector is parallel to b
. See also Vector3.slide.
Note: If the vector b
is a zero vector, the components of the resulting new vector will be NAN.
Vector3 project(Vector3 b)
Parameters
b
Vector3
reflect(Vector3)
Qualifiers: const
Returns the result of reflecting the vector through a plane defined by the given normal vector n
.
Note: Vector3.reflect differs from what other engines and frameworks call reflect()
. In other engines, reflect()
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 Vector3.bounce which does what most engines call reflect()
.
Vector3 reflect(Vector3 n)
Parameters
n
Vector3
rotated(Vector3, float)
Qualifiers: const
Returns the result of rotating this vector around a given axis by angle
(in radians). The axis must be a normalized vector. See also @GlobalScope.deg_to_rad.
Vector3 rotated(Vector3 axis, float angle)
Parameters
round
Qualifiers: const
Returns a new vector with all components rounded to the nearest integer, with halfway cases rounded away from zero.
Vector3 round
sign
Qualifiers: const
Returns a new vector with each component set to 1.0
if it's positive, -1.0
if it's negative, and 0.0
if it's zero. The result is identical to calling @GlobalScope.sign on each component.
Vector3 sign
signed_angle_to(Vector3, Vector3)
Qualifiers: const
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 axis
.
float signed_angle_to(Vector3 to, Vector3 axis)
Parameters
slerp(Vector3, float)
Qualifiers: const
Returns the result of spherical linear interpolation between this vector and to
, by amount weight
. 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 Vector3.lerp.
Vector3 slerp(Vector3 to, float weight)
Parameters
slide(Vector3)
Qualifiers: const
Returns a new vector resulting from sliding this vector along a plane with normal n
. The resulting new vector is perpendicular to n
, and is equivalent to this vector minus its projection on n
. See also Vector3.project.
Note: The vector n
must be normalized. See also normalized.
Vector3 slide(Vector3 n)
Parameters
n
Vector3
snapped(Vector3)
Qualifiers: const
Returns a new vector with each component snapped to the nearest multiple of the corresponding component in step
. This can also be used to round the components to an arbitrary number of decimals.
Vector3 snapped(Vector3 step)
Parameters
step
Vector3
snappedf(float)
Qualifiers: const
Returns a new vector with each component snapped to the nearest multiple of step
. This can also be used to round the components to an arbitrary number of decimals.
Vector3 snappedf(float step)
Parameters
step
float
Operators
!= (Vector3)
Returns true
if the vectors are not equal.
Note: Due to floating-point precision errors, consider using Vector3.is_equal_approx instead, which is more reliable.
Note: Vectors with NAN elements don't behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included.
bool != (Vector3 right)
Parameters
right
Vector3
* (Basis)
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).
vector * basis
is equivalent to basis.transposed() * vector
. See transposed.
For transforming by inverse of a non-orthonormal basis (e.g. with scaling) basis.inverse() * vector
can be used instead. See inverse.
Vector3 * (Basis right)
Parameters
right
Basis
* (Quaternion)
Inversely transforms (multiplies) the Vector3 by the given Quaternion.
vector * quaternion
is equivalent to quaternion.inverse() * vector
. See inverse.
Vector3 * (Quaternion right)
Parameters
right
Quaternion
* (Transform3D)
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).
vector * transform
is equivalent to transform.inverse() * vector
. See inverse.
For transforming by inverse of an affine transformation (e.g. with scaling) transform.affine_inverse() * vector
can be used instead. See affine_inverse.
Vector3 * (Transform3D right)
Parameters
right
Transform3D
* (Vector3)
Multiplies each component of the Vector3 by the components of the given Vector3.
print(Vector3(10, 20, 30) * Vector3(3, 4, 5)) # Prints (30.0, 80.0, 150.0)
Vector3 * (Vector3 right)
Parameters
right
Vector3
* (float)
Multiplies each component of the Vector3 by the given float.
Vector3 * (float right)
Parameters
right
float
* (int)
Multiplies each component of the Vector3 by the given int.
Vector3 * (int right)
Parameters
right
int
+ (Vector3)
Adds each component of the Vector3 by the components of the given Vector3.
print(Vector3(10, 20, 30) + Vector3(3, 4, 5)) # Prints (13.0, 24.0, 35.0)
Vector3 + (Vector3 right)
Parameters
right
Vector3
- (Vector3)
Subtracts each component of the Vector3 by the components of the given Vector3.
print(Vector3(10, 20, 30) - Vector3(3, 4, 5)) # Prints (7.0, 16.0, 25.0)
Vector3 - (Vector3 right)
Parameters
right
Vector3
/ (Vector3)
Divides each component of the Vector3 by the components of the given Vector3.
print(Vector3(10, 20, 30) / Vector3(2, 5, 3)) # Prints (5.0, 4.0, 10.0)
Vector3 / (Vector3 right)
Parameters
right
Vector3
/ (float)
Divides each component of the Vector3 by the given float.
Vector3 / (float right)
Parameters
right
float
/ (int)
Divides each component of the Vector3 by the given int.
Vector3 / (int right)
Parameters
right
int
< (Vector3)
Compares two Vector3 vectors by first checking if the X value of the left vector is less than the X value of the 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.
Note: Vectors with NAN elements don't behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included.
bool < (Vector3 right)
Parameters
right
Vector3
<= (Vector3)
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 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.
Note: Vectors with NAN elements don't behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included.
bool <= (Vector3 right)
Parameters
right
Vector3
== (Vector3)
Returns true
if the vectors are exactly equal.
Note: Due to floating-point precision errors, consider using Vector3.is_equal_approx instead, which is more reliable.
Note: Vectors with NAN elements don't behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included.
bool == (Vector3 right)
Parameters
right
Vector3
> (Vector3)
Compares two Vector3 vectors by first checking if the X value of the left vector is greater than the X value of the 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.
Note: Vectors with NAN elements don't behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included.
bool > (Vector3 right)
Parameters
right
Vector3
>= (Vector3)
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 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.
Note: Vectors with NAN elements don't behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included.
bool >= (Vector3 right)
Parameters
right
Vector3
[] (int)
Access vector components using their index
. v[0]
is equivalent to v.x
, v[1]
is equivalent to v.y
, and v[2]
is equivalent to v.z
.
float [] (int index)
Parameters
index
int
unary+
Returns the same value as if the +
was not there. Unary +
does nothing, but sometimes it can make your code more readable.
Vector3 unary+
unary-
Returns the negative value of the Vector3. This is the same as writing Vector3(-v.x, -v.y, -v.z)
. This operation flips the direction of the vector while keeping the same magnitude. With floats, the number zero can be either positive or negative.
Vector3 unary-