Inheritance #

Vector3




Table of contents

Vector3 #

float, builtin_classes

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 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.

Members #

var x: float = 0.0#

The vector's X component. Also accessible by using the index position 0.

var y: float = 0.0#

The vector's Y component. Also accessible by using the index position 1.

var z: float = 0.0#

The vector's Z component. Also accessible by using the index position 2.

Methods #

const func abs() -> Vector3#

Returns a new vector with all components in absolute values (i.e. positive).

const func angle_to(to: Vector3) -> float#

Returns the unsigned minimum angle to the given vector, in radians.

const func bezier_derivative(t: float) -> Vector3#

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.

const func bezier_interpolate(t: float) -> Vector3#

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.

const func bounce(n: Vector3) -> Vector3#

Returns the vector "bounced off" from a plane defined by the given normal n.

Note: bounce performs the operation that most engines and frameworks call [code skip-lint]reflect().

const func ceil() -> Vector3#

Returns a new vector with all components rounded up (towards positive infinity).

const func clamp(max: Vector3) -> Vector3#

Returns a new vector with all components clamped between the components of min and max, by running @GlobalScope.clamp on each component.

const func clampf(max: float) -> Vector3#

Returns a new vector with all components clamped between min and max, by running @GlobalScope.clamp on each component.

const func cross(with: Vector3) -> Vector3#

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.

const func cubic_interpolate(weight: float) -> Vector3#

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.

const func cubic_interpolate_in_time(post_b_t: float) -> Vector3#

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 cubic_interpolate by the time values.

const func direction_to(to: Vector3) -> Vector3#

Returns the normalized vector pointing from this vector to to. This is equivalent to using (b - a).normalized().

const func distance_squared_to(to: Vector3) -> float#

Returns the squared distance between this vector and to.

This method runs faster than distance_to, so prefer it if you need to compare vectors or need the squared distance for some formula.

const func distance_to(to: Vector3) -> float#

Returns the distance between this vector and to.

const func dot(with: Vector3) -> float#

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).

const func floor() -> Vector3#

Returns a new vector with all components rounded down (towards negative infinity).

const func inverse() -> Vector3#

Returns the inverse of the vector. This is the same as Vector3(1.0 / v.x, 1.0 / v.y, 1.0 / v.z).

const func is_equal_approx(to: Vector3) -> bool#

Returns true if this vector and to are approximately equal, by running @GlobalScope.is_equal_approx on each component.

const func is_finite() -> bool#

Returns true if this vector is finite, by calling @GlobalScope.is_finite on each component.

const func is_normalized() -> bool#

Returns true if the vector is normalized, i.e. its length is approximately equal to 1.

const func is_zero_approx() -> bool#

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 is_equal_approx with one value as a zero vector.

const func length() -> float#

Returns the length (magnitude) of this vector.

const func length_squared() -> float#

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.

const func lerp(weight: float) -> Vector3#

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.

const func limit_length(length: float = 1.0) -> Vector3#

Returns the vector with a maximum length by limiting its length to length. If the vector is non-finite, the result is undefined.

const func max(with: Vector3) -> Vector3#

Returns the component-wise maximum of this and with, equivalent to Vector3(maxf(x, with.x), maxf(y, with.y), maxf(z, with.z)).

const func max_axis_index() -> int#

Returns the axis of the vector's highest value. See AXIS_* constants. If all components are equal, this method returns AXIS_X.

const func maxf(with: float) -> Vector3#

Returns the component-wise maximum of this and with, equivalent to Vector3(maxf(x, with), maxf(y, with), maxf(z, with)).

const func min(with: Vector3) -> Vector3#

Returns the component-wise minimum of this and with, equivalent to Vector3(minf(x, with.x), minf(y, with.y), minf(z, with.z)).

const func min_axis_index() -> int#

Returns the axis of the vector's lowest value. See AXIS_* constants. If all components are equal, this method returns AXIS_Z.

const func minf(with: float) -> Vector3#

Returns the component-wise minimum of this and with, equivalent to Vector3(minf(x, with), minf(y, with), minf(z, with)).

const func move_toward(delta: float) -> Vector3#

Returns a new vector moved toward to by the fixed delta amount. Will not go past the final value.

const func normalized() -> Vector3#

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.

static func octahedron_decode(uv: Vector2) -> Vector3#

Returns the Vector3 from an octahedral-compressed form created using octahedron_encode (stored as a Vector2).

const func octahedron_encode() -> 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 normalized Vector3s without increasing storage or memory requirements. See also 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.

const func outer(with: Vector3) -> Basis#

Returns the outer product with with.

const func posmod(mod: float) -> Vector3#

Returns a vector composed of the @GlobalScope.fposmod of this vector's components and mod.

const func posmodv(modv: Vector3) -> Vector3#

Returns a vector composed of the @GlobalScope.fposmod of this vector's components and modv's components.

const func project(b: Vector3) -> Vector3#

Returns a new vector resulting from projecting this vector onto the given vector b. The resulting new vector is parallel to b. See also slide.

Note: If the vector b is a zero vector, the components of the resulting new vector will be @GDScript.NAN.

const func reflect(n: Vector3) -> Vector3#

Returns the result of reflecting the vector through a plane defined by the given normal vector n.

Note: reflect differs from what other engines and frameworks call [code skip-lint]reflect(). In other engines, [code skip-lint]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 bounce which does what most engines call [code skip-lint]reflect().

const func rotated(angle: float) -> Vector3#

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.

const func round() -> Vector3#

Returns a new vector with all components rounded to the nearest integer, with halfway cases rounded away from zero.

const func sign() -> Vector3#

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.

const func signed_angle_to(axis: Vector3) -> float#

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.

const func slerp(weight: float) -> Vector3#

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 lerp.

const func slide(n: Vector3) -> Vector3#

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 project.

Note: The vector n must be normalized. See also normalized.

const func snapped(step: Vector3) -> Vector3#

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.

const func snappedf(step: float) -> Vector3#

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.

Annotations #

Constants #

const AXIS_X = 0 enum Axis#

Enumerated value for the X axis. Returned by max_axis_index and min_axis_index.

const AXIS_Y = 1 enum Axis#

Enumerated value for the Y axis. Returned by max_axis_index and min_axis_index.

const AXIS_Z = 2 enum Axis#

Enumerated value for the Z axis. Returned by max_axis_index and min_axis_index.

const ZERO = Vector3(0, 0, 0)#

Zero vector, a vector with all components set to 0.

const ONE = Vector3(1, 1, 1)#

One vector, a vector with all components set to 1.

const INF = Vector3(inf, inf, inf)#

Infinity vector, a vector with all components set to @GDScript.INF.

const LEFT = Vector3(-1, 0, 0)#

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.

const UP = Vector3(0, 1, 0)#

Up unit vector.

const DOWN = Vector3(0, -1, 0)#

Down unit vector.

const FORWARD = Vector3(0, 0, -1)#

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 Vector3.MODEL_FRONT and similar constants when working in 3D asset space.

const BACK = Vector3(0, 0, 1)#

Back unit vector. Represents the local direction of back, and the global direction of south.

const MODEL_LEFT = Vector3(1, 0, 0)#

Unit vector pointing towards the left side of imported 3D assets.

const MODEL_RIGHT = Vector3(-1, 0, 0)#

Unit vector pointing towards the right side of imported 3D assets.

const MODEL_TOP = Vector3(0, 1, 0)#

Unit vector pointing towards the top side (up) of imported 3D assets.

const MODEL_BOTTOM = Vector3(0, -1, 0)#

Unit vector pointing towards the bottom side (down) of imported 3D assets.

const MODEL_FRONT = Vector3(0, 0, 1)#

Unit vector pointing towards the front side (facing forward) of imported 3D assets.

const MODEL_REAR = Vector3(0, 0, -1)#

Unit vector pointing towards the rear side (back) of imported 3D assets.

Constructors #

Vector3() -> Vector3 #

Constructs a default-initialized Vector3 with all components set to 0.

Vector3(from: Vector3) -> Vector3 #

Constructs a Vector3 as a copy of the given Vector3.

Vector3(from: Vector3i) -> Vector3 #

Constructs a new Vector3 from Vector3i.

Vector3(z: float) -> Vector3 #

Returns a Vector3 with the given components.

Enums #

Axis#

enum Axis { AXIS_X = 0, AXIS_Y = 1, AXIS_Z = 2, }

Notifications#

enum { ZERO = Vector3(0, 0, 0), ONE = Vector3(1, 1, 1), INF = Vector3(inf, inf, inf), LEFT = Vector3(-1, 0, 0), RIGHT = Vector3(1, 0, 0), UP = Vector3(0, 1, 0), DOWN = Vector3(0, -1, 0), FORWARD = Vector3(0, 0, -1), BACK = Vector3(0, 0, 1), MODEL_LEFT = Vector3(1, 0, 0), MODEL_RIGHT = Vector3(-1, 0, 0), MODEL_TOP = Vector3(0, 1, 0), MODEL_BOTTOM = Vector3(0, -1, 0), MODEL_FRONT = Vector3(0, 0, 1), MODEL_REAR = Vector3(0, 0, -1), }

Operators #

Vector3 != Vector3 -> bool#

Returns true if the vectors are not equal.

Note: Due to floating-point precision errors, consider using is_equal_approx instead, which is more reliable.

Note: Vectors with @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.

Vector3 * Basis -> Vector3#

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 Basis.transposed.

For transforming by inverse of a non-orthonormal basis (e.g. with scaling) basis.inverse() * vector can be used instead. See Basis.inverse.

Vector3 * Quaternion -> Vector3#

Inversely transforms (multiplies) the Vector3 by the given Quaternion.

vector * quaternion is equivalent to quaternion.inverse() * vector. See Quaternion.inverse.

Vector3 * Transform3D -> Vector3#

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 Transform3D.inverse.

For transforming by inverse of an affine transformation (e.g. with scaling) transform.affine_inverse() * vector can be used instead. See Transform3D.affine_inverse.

Vector3 * Vector3 -> 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 * float -> Vector3#

Multiplies each component of the Vector3 by the given float.

Vector3 * int -> Vector3#

Multiplies each component of the Vector3 by the given int.

Vector3 + Vector3 -> 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 -> 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 -> 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 / float -> Vector3#

Divides each component of the Vector3 by the given float.

Vector3 / int -> Vector3#

Divides each component of the Vector3 by the given int.

Vector3 < Vector3 -> bool#

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 @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.

Vector3 <= Vector3 -> bool#

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 @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.

Vector3 == Vector3 -> bool#

Returns true if the vectors are exactly equal.

Note: Due to floating-point precision errors, consider using is_equal_approx instead, which is more reliable.

Note: Vectors with @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.

Vector3 > Vector3 -> bool#

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 @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.

Vector3 >= Vector3 -> bool#

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 @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.

Vector3[int] -> float#

Access vector components using their index. v0 is equivalent to v.x, v1 is equivalent to v.y, and v2 is equivalent to v.z.

+Vector3 -> Vector3#

Returns the same value as if the + was not there. Unary + does nothing, but sometimes it can make your code more readable.

-Vector3 -> Vector3#

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.

Signals #

Theme Items #

Tutorials #