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@@ -37,7 +37,7 @@
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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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+ Returns the minimum angle to the given vector, in radians.
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</description>
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</method>
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<method name="bounce">
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@@ -53,7 +53,7 @@
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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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+ Returns a new vector with all components rounded up (towards positive infinity).
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</description>
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</method>
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<method name="cross">
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@@ -62,7 +62,7 @@
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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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+ Returns the cross product of this vector and [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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@@ -77,7 +77,7 @@
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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 [code]t[/code]. [code]t[/code] is in the range of [code]0.0 - 1.0[/code], representing the amount of interpolation.
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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 [code]t[/code]. [code]t[/code] is on the range of 0.0 to 1.0, representing the amount of interpolation.
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</description>
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</method>
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<method name="direction_to">
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@@ -95,7 +95,8 @@
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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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+ Returns the squared distance between this vector and [code]b[/code].
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+ This method runs faster than [method distance_to], so prefer it if you need to compare 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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@@ -104,7 +105,7 @@
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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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+ Returns the distance between this vector and [code]b[/code].
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</description>
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</method>
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<method name="dot">
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@@ -113,14 +114,17 @@
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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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+ Returns the dot product of this vector and [code]b[/code]. 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.
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+ The dot product will be [code]0[/code] for a straight angle (90 degrees), greater than 0 for angles narrower than 90 degrees and lower than 0 for angles wider than 90 degrees.
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+ When using unit (normalized) vectors, the result will always be between [code]-1.0[/code] (180 degree angle) when the vectors are facing opposite directions, and [code]1.0[/code] (0 degree angle) when the vectors are aligned.
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+ [b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/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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+ Returns a new vector with all components rounded down (towards negative infinity).
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</description>
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</method>
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<method name="inverse">
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@@ -143,21 +147,22 @@
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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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+ Returns [code]true[/code] if the vector is normalized, and false otherwise.
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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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+ Returns the length (magnitude) of this 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 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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+ Returns the squared length (squared magnitude) of this vector.
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+ This method runs faster than [method length], so prefer it if you need to compare 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="linear_interpolate">
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@@ -168,21 +173,21 @@
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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], representing the amount of interpolation..
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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 on the range of 0.0 to 1.0, representing the amount of interpolation.
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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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+ Returns the axis of the vector's largest value. See [code]AXIS_*[/code] constants. If all components are equal, this method returns [constant AXIS_X].
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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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+ Returns the axis of the vector's smallest value. See [code]AXIS_*[/code] constants. If all components are equal, this method returns [constant AXIS_Z].
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</description>
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</method>
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<method name="move_toward">
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@@ -193,7 +198,7 @@
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<argument index="1" name="delta" type="float">
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</argument>
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<description>
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- Moves the vector toward [code]to[/code] by the fixed [code]delta[/code] amount.
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+ Moves this vector toward [code]to[/code] by the fixed [code]delta[/code] amount.
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</description>
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</method>
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<method name="normalized">
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@@ -218,7 +223,7 @@
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<argument index="0" name="mod" type="float">
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</argument>
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<description>
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- Returns a vector composed of the [code]fposmod[/code] of this vector's components and [code]mod[/code].
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+ Returns a vector composed of the [method @GDScript.fposmod] of this vector's components and [code]mod[/code].
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</description>
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</method>
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<method name="posmodv">
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@@ -227,7 +232,7 @@
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<argument index="0" name="modv" type="Vector3">
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</argument>
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<description>
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- Returns a vector composed of the [code]fposmod[/code] of this vector's components and [code]modv[/code]'s components.
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+ Returns a vector composed of the [method @GDScript.fposmod] of this vector's components and [code]modv[/code]'s components.
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</description>
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</method>
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<method name="project">
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@@ -236,7 +241,7 @@
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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 vector projected onto the vector [code]b[/code].
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+ Returns this vector projected onto another vector [code]b[/code].
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</description>
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</method>
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<method name="reflect">
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@@ -245,7 +250,7 @@
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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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+ Returns this 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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@@ -256,21 +261,21 @@
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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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+ Rotates this 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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- Returns the vector with all components rounded to the nearest integer, with halfway cases rounded away from zero.
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+ Returns this vector with all components rounded to the nearest integer, with halfway cases rounded away from zero.
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</description>
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</method>
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<method name="sign">
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<return type="Vector3">
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</return>
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<description>
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- Returns the vector with each component set to one or negative one, depending on the signs of the components.
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+ Returns a vector with each component set to one or negative one, depending on the signs of this vector's components, or zero if the component is zero, by calling [method @GDScript.sign] on each component.
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</description>
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</method>
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<method name="slerp">
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@@ -281,7 +286,7 @@
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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 spherical 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], representing the amount of interpolation.
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+ Returns the result of spherical linear interpolation between this vector and [code]b[/code], by amount [code]t[/code]. [code]t[/code] is on the range of 0.0 to 1.0, representing the amount of interpolation.
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[b]Note:[/b] Both vectors must be normalized.
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</description>
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</method>
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@@ -291,7 +296,7 @@
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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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+ Returns this vector slid 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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@@ -300,7 +305,7 @@
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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 the vector snapped to a grid with the given size.
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+ Returns this vector with each component snapped to the nearest multiple of [code]step[/code]. This can also be used to round to an arbitrary number of decimals.
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</description>
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</method>
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<method name="to_diagonal_matrix">
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@@ -308,6 +313,7 @@
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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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+ This is equivalent to a Basis with no rotation or shearing and this vector's components set as the scale.
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</description>
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</method>
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</methods>
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@@ -333,19 +339,19 @@
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Enumerated value for the Z axis. Returned by [method max_axis] and [method min_axis].
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</constant>
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<constant name="ZERO" value="Vector3( 0, 0, 0 )">
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- Zero vector.
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+ Zero vector, a vector with all components set to [code]0[/code].
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</constant>
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<constant name="ONE" value="Vector3( 1, 1, 1 )">
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- One vector.
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+ One vector, a vector with all components set to [code]1[/code].
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</constant>
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<constant name="INF" value="Vector3( inf, inf, inf )">
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- Infinity vector.
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+ Infinity vector, a vector with all components set to [constant @GDScript.INF].
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</constant>
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<constant name="LEFT" value="Vector3( -1, 0, 0 )">
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- Left unit vector.
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+ Left unit vector. Represents the local direction of left, and the global direction of west.
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</constant>
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<constant name="RIGHT" value="Vector3( 1, 0, 0 )">
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- Right unit vector.
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+ Right unit vector. Represents the local direction of right, and the global direction of east.
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</constant>
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<constant name="UP" value="Vector3( 0, 1, 0 )">
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Up unit vector.
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@@ -354,10 +360,10 @@
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Down unit vector.
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</constant>
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<constant name="FORWARD" value="Vector3( 0, 0, -1 )">
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- Forward unit vector.
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+ Forward unit vector. Represents the local direction of forward, and the global direction of north.
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</constant>
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<constant name="BACK" value="Vector3( 0, 0, 1 )">
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- Back unit vector.
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+ Back unit vector. Represents the local direction of back, and the global direction of south.
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</constant>
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</constants>
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</class>
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