Inheritance #
Table of contents
-
var x: int = 0 -
var y: int = 0 -
var z: int = 0 -
const func abs() -> Vector3i -
const func clamp(max: Vector3i) -> Vector3i -
const func clampi(max: int) -> Vector3i -
const func distance_squared_to(to: Vector3i) -> int -
const func distance_to(to: Vector3i) -> float -
const func length() -> float -
const func length_squared() -> int -
const func max(with: Vector3i) -> Vector3i -
const func max_axis_index() -> int -
const func maxi(with: int) -> Vector3i -
const func min(with: Vector3i) -> Vector3i -
const func min_axis_index() -> int -
const func mini(with: int) -> Vector3i -
const func sign() -> Vector3i -
const func snapped(step: Vector3i) -> Vector3i -
const func snappedi(step: int) -> Vector3i -
const AXIS_X = 0 enum Axis -
const AXIS_Y = 1 enum Axis -
const AXIS_Z = 2 enum Axis -
const ZERO = Vector3i(0, 0, 0) -
const ONE = Vector3i(1, 1, 1) -
const MIN = Vector3i(-2147483648, -2147483648, -2147483648) -
const MAX = Vector3i(2147483647, 2147483647, 2147483647) -
const LEFT = Vector3i(-1, 0, 0) -
const RIGHT = Vector3i(1, 0, 0) -
const UP = Vector3i(0, 1, 0) -
const DOWN = Vector3i(0, -1, 0) -
const FORWARD = Vector3i(0, 0, -1) -
const BACK = Vector3i(0, 0, 1) -
Vector3i() -> Vector3i -
Vector3i(from: Vector3i) -> Vector3i -
Vector3i(from: Vector3) -> Vector3i -
Vector3i(z: int) -> Vector3i -
enum Axis -
Vector3i != Vector3i -> bool -
Vector3i % Vector3i -> Vector3i -
Vector3i % int -> Vector3i -
Vector3i * Vector3i -> Vector3i -
Vector3i * float -> Vector3 -
Vector3i * int -> Vector3i -
Vector3i + Vector3i -> Vector3i -
Vector3i - Vector3i -> Vector3i -
Vector3i / Vector3i -> Vector3i -
Vector3i / float -> Vector3 -
Vector3i / int -> Vector3i -
Vector3i < Vector3i -> bool -
Vector3i <= Vector3i -> bool -
Vector3i == Vector3i -> bool -
Vector3i > Vector3i -> bool -
Vector3i >= Vector3i -> bool -
Vector3i[int] -> int -
+Vector3i -> Vector3i -
-Vector3i -> Vector3i
Vector3i #
A 3D vector using integer coordinates.
A 3-element structure that can be used to represent 3D grid coordinates or any other triplet of integers.
It uses integer coordinates and is therefore preferable to Vector3 when exact precision is required. Note that the values are limited to 32 bits, and unlike Vector3 this cannot be configured with an engine build option. Use int or PackedInt64Array if 64-bit values are needed.
Note: In a boolean context, a Vector3i will evaluate to false if it's equal to Vector3i(0, 0, 0). Otherwise, a Vector3i will always evaluate to true.
Members #
var x: int = 0#
The vector's X component. Also accessible by using the index position 0.
var y: int = 0#
The vector's Y component. Also accessible by using the index position 1.
var z: int = 0#
The vector's Z component. Also accessible by using the index position 2.
Methods #
const func abs() -> Vector3i#
Returns a new vector with all components in absolute values (i.e. positive).
const func clamp(max: Vector3i) -> Vector3i#
Returns a new vector with all components clamped between the components of min and max, by running @GlobalScope.clamp on each component.
const func clampi(max: int) -> Vector3i#
Returns a new vector with all components clamped between min and max, by running @GlobalScope.clamp on each component.
const func distance_squared_to(to: Vector3i) -> int#
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: Vector3i) -> float#
Returns the distance between this vector and to.
const func length() -> float#
Returns the length (magnitude) of this vector.
const func length_squared() -> int#
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 max(with: Vector3i) -> Vector3i#
Returns the component-wise maximum of this and with, equivalent to Vector3i(maxi(x, with.x), maxi(y, with.y), maxi(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 maxi(with: int) -> Vector3i#
Returns the component-wise maximum of this and with, equivalent to Vector3i(maxi(x, with), maxi(y, with), maxi(z, with)).
const func min(with: Vector3i) -> Vector3i#
Returns the component-wise minimum of this and with, equivalent to Vector3i(mini(x, with.x), mini(y, with.y), mini(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 mini(with: int) -> Vector3i#
Returns the component-wise minimum of this and with, equivalent to Vector3i(mini(x, with), mini(y, with), mini(z, with)).
const func sign() -> Vector3i#
Returns a new vector with each component set to 1 if it's positive, -1 if it's negative, and 0 if it's zero. The result is identical to calling @GlobalScope.sign on each component.
const func snapped(step: Vector3i) -> Vector3i#
Returns a new vector with each component snapped to the closest multiple of the corresponding component in step.
const func snappedi(step: int) -> Vector3i#
Returns a new vector with each component snapped to the closest multiple of step.
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 = Vector3i(0, 0, 0)#
Zero vector, a vector with all components set to 0.
const ONE = Vector3i(1, 1, 1)#
One vector, a vector with all components set to 1.
const MIN = Vector3i(-2147483648, -2147483648, -2147483648)#
Min vector, a vector with all components equal to INT32_MIN. Can be used as a negative integer equivalent of Vector3.INF.
const MAX = Vector3i(2147483647, 2147483647, 2147483647)#
Max vector, a vector with all components equal to INT32_MAX. Can be used as an integer equivalent of Vector3.INF.
const LEFT = Vector3i(-1, 0, 0)#
Left unit vector. Represents the local direction of left, and the global direction of west.
const RIGHT = Vector3i(1, 0, 0)#
Right unit vector. Represents the local direction of right, and the global direction of east.
const UP = Vector3i(0, 1, 0)#
Up unit vector.
const DOWN = Vector3i(0, -1, 0)#
Down unit vector.
const FORWARD = Vector3i(0, 0, -1)#
Forward unit vector. Represents the local direction of forward, and the global direction of north.
const BACK = Vector3i(0, 0, 1)#
Back unit vector. Represents the local direction of back, and the global direction of south.
Constructors #
Vector3i() -> Vector3i #
Constructs a default-initialized Vector3i with all components set to 0.
Vector3i(from: Vector3i) -> Vector3i #
Constructs a Vector3i as a copy of the given Vector3i.
Vector3i(from: Vector3) -> Vector3i #
Constructs a new Vector3i from the given Vector3 by truncating components' fractional parts (rounding towards zero). For a different behavior consider passing the result of Vector3.ceil, Vector3.floor or Vector3.round to this constructor instead.
Vector3i(z: int) -> Vector3i #
Returns a Vector3i with the given components.
Enums #
Axis#
enum Axis {
AXIS_X = 0,
AXIS_Y = 1,
AXIS_Z = 2,
} Notifications#
enum {
ZERO = Vector3i(0, 0, 0),
ONE = Vector3i(1, 1, 1),
MIN = Vector3i(-2147483648, -2147483648, -2147483648),
MAX = Vector3i(2147483647, 2147483647, 2147483647),
LEFT = Vector3i(-1, 0, 0),
RIGHT = Vector3i(1, 0, 0),
UP = Vector3i(0, 1, 0),
DOWN = Vector3i(0, -1, 0),
FORWARD = Vector3i(0, 0, -1),
BACK = Vector3i(0, 0, 1),
}Operators #
Vector3i != Vector3i -> bool#
Returns true if the vectors are not equal.
Vector3i % Vector3i -> Vector3i#
Gets the remainder of each component of the Vector3i with the components of the given Vector3i. This operation uses truncated division, which is often not desired as it does not work well with negative numbers. Consider using @GlobalScope.posmod instead if you want to handle negative numbers.
print(Vector3i(10, -20, 30) % Vector3i(7, 8, 9)) # Prints (3, -4, 3)Vector3i % int -> Vector3i#
Gets the remainder of each component of the Vector3i with the given int. This operation uses truncated division, which is often not desired as it does not work well with negative numbers. Consider using @GlobalScope.posmod instead if you want to handle negative numbers.
print(Vector3i(10, -20, 30) % 7) # Prints (3, -6, 2)Vector3i * Vector3i -> Vector3i#
Multiplies each component of the Vector3i by the components of the given Vector3i.
print(Vector3i(10, 20, 30) * Vector3i(3, 4, 5)) # Prints (30, 80, 150)Vector3i * float -> Vector3#
Multiplies each component of the Vector3i by the given float. Returns a Vector3.
print(Vector3i(10, 15, 20) * 0.9) # Prints (9.0, 13.5, 18.0)Vector3i * int -> Vector3i#
Multiplies each component of the Vector3i by the given int.
Vector3i + Vector3i -> Vector3i#
Adds each component of the Vector3i by the components of the given Vector3i.
print(Vector3i(10, 20, 30) + Vector3i(3, 4, 5)) # Prints (13, 24, 35)Vector3i - Vector3i -> Vector3i#
Subtracts each component of the Vector3i by the components of the given Vector3i.
print(Vector3i(10, 20, 30) - Vector3i(3, 4, 5)) # Prints (7, 16, 25)Vector3i / Vector3i -> Vector3i#
Divides each component of the Vector3i by the components of the given Vector3i.
print(Vector3i(10, 20, 30) / Vector3i(2, 5, 3)) # Prints (5, 4, 10)Vector3i / float -> Vector3#
Divides each component of the Vector3i by the given float. Returns a Vector3.
print(Vector3i(10, 20, 30) / 2.9) # Prints (5.0, 10.0, 15.0)Vector3i / int -> Vector3i#
Divides each component of the Vector3i by the given int.
Vector3i < Vector3i -> bool#
Compares two Vector3i 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.
Vector3i <= Vector3i -> bool#
Compares two Vector3i 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.
Vector3i == Vector3i -> bool#
Returns true if the vectors are equal.
Vector3i > Vector3i -> bool#
Compares two Vector3i 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.
Vector3i >= Vector3i -> bool#
Compares two Vector3i 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.
Vector3i[int] -> int#
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.
+Vector3i -> Vector3i#
Returns the same value as if the + was not there. Unary + does nothing, but sometimes it can make your code more readable.
-Vector3i -> Vector3i#
Returns the negative value of the Vector3i. This is the same as writing Vector3i(-v.x, -v.y, -v.z). This operation flips the direction of the vector while keeping the same magnitude.