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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "Vector3" version= "4.0" >
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<brief_description >
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Vector used for 3D math using floating point coordinates.
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</brief_description>
<description >
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3-element structure that can be used to represent positions in 3D space or any other pair of numeric values.
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It uses floating-point coordinates. See [Vector3i] for its integer counterpart.
[b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 will always evaluate to [code]true[/code].
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</description>
<tutorials >
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<link title= "Math documentation index" > $DOCS_URL/tutorials/math/index.html</link>
<link title= "Vector math" > $DOCS_URL/tutorials/math/vector_math.html</link>
<link title= "Advanced vector math" > $DOCS_URL/tutorials/math/vectors_advanced.html</link>
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<link title= "3Blue1Brown Essence of Linear Algebra" > https://www.youtube.com/playlist?list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab</link>
<link title= "Matrix Transform Demo" > https://godotengine.org/asset-library/asset/584</link>
<link title= "All 3D Demos" > https://github.com/godotengine/godot-demo-projects/tree/master/3d</link>
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</tutorials>
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<constructors >
<constructor name= "Vector3" >
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<return type= "Vector3" />
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<description >
Constructs a default-initialized [Vector3] with all components set to [code]0[/code].
</description>
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</constructor>
<constructor name= "Vector3" >
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<return type= "Vector3" />
<argument index= "0" name= "from" type= "Vector3" />
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<description >
Constructs a [Vector3] as a copy of the given [Vector3].
</description>
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</constructor>
<constructor name= "Vector3" >
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<return type= "Vector3" />
<argument index= "0" name= "from" type= "Vector3i" />
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<description >
Constructs a new [Vector3] from [Vector3i].
</description>
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</constructor>
<constructor name= "Vector3" >
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<return type= "Vector3" />
<argument index= "0" name= "x" type= "float" />
<argument index= "1" name= "y" type= "float" />
<argument index= "2" name= "z" type= "float" />
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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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</constructor>
</constructors>
<methods >
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<method name= "abs" qualifiers= "const" >
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<return type= "Vector3" />
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<description >
Returns a new vector with all components in absolute values (i.e. positive).
</description>
</method>
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<method name= "angle_to" qualifiers= "const" >
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<return type= "float" />
<argument index= "0" name= "to" type= "Vector3" />
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<description >
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Returns the unsigned minimum angle to the given vector, in radians.
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</description>
</method>
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<method name= "bounce" qualifiers= "const" >
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<return type= "Vector3" />
<argument index= "0" name= "n" type= "Vector3" />
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<description >
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Returns the vector "bounced off" from a plane defined by the given normal.
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</description>
</method>
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<method name= "ceil" qualifiers= "const" >
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<return type= "Vector3" />
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<description >
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Returns a new vector with all components rounded up (towards positive infinity).
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</description>
</method>
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<method name= "clamp" qualifiers= "const" >
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<return type= "Vector3" />
<argument index= "0" name= "min" type= "Vector3" />
<argument index= "1" name= "max" type= "Vector3" />
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<description >
Returns a new vector with all components clamped between the components of [code]min[/code] and [code]max[/code], by running [method @GlobalScope.clamp] on each component.
</description>
</method>
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<method name= "cross" qualifiers= "const" >
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<return type= "Vector3" />
<argument index= "0" name= "with" type= "Vector3" />
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<description >
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Returns the cross product of this vector and [code]with[/code].
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</description>
</method>
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<method name= "cubic_interpolate" qualifiers= "const" >
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<return type= "Vector3" />
<argument index= "0" name= "b" type= "Vector3" />
<argument index= "1" name= "pre_a" type= "Vector3" />
<argument index= "2" name= "post_b" type= "Vector3" />
<argument index= "3" name= "weight" type= "float" />
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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]weight[/code]. [code]weight[/code] is on the range of 0.0 to 1.0, representing the amount of interpolation.
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</description>
</method>
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<method name= "direction_to" qualifiers= "const" >
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<return type= "Vector3" />
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<argument index= "0" name= "to" type= "Vector3" />
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<description >
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Returns the normalized vector pointing from this vector to [code]to[/code]. This is equivalent to using [code](b - a).normalized()[/code].
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</description>
</method>
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<method name= "distance_squared_to" qualifiers= "const" >
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<return type= "float" />
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<argument index= "0" name= "to" type= "Vector3" />
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<description >
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Returns the squared distance between this vector and [code]to[/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>
</method>
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<method name= "distance_to" qualifiers= "const" >
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<return type= "float" />
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<argument index= "0" name= "to" type= "Vector3" />
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<description >
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Returns the distance between this vector and [code]to[/code].
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</description>
</method>
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<method name= "dot" qualifiers= "const" >
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<return type= "float" />
<argument index= "0" name= "with" type= "Vector3" />
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<description >
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Returns the dot product of this vector and [code]with[/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.
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.
[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code].
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</description>
</method>
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<method name= "floor" qualifiers= "const" >
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<return type= "Vector3" />
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<description >
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Returns a new vector with all components rounded down (towards negative infinity).
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</description>
</method>
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<method name= "inverse" qualifiers= "const" >
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<return type= "Vector3" />
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<description >
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Returns the inverse of the vector. This is the same as [code]Vector3(1.0 / v.x, 1.0 / v.y, 1.0 / v.z)[/code].
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</description>
</method>
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<method name= "is_equal_approx" qualifiers= "const" >
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<return type= "bool" />
<argument index= "0" name= "to" type= "Vector3" />
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<description >
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Returns [code]true[/code] if this vector and [code]v[/code] are approximately equal, by running [method @GlobalScope.is_equal_approx] on each component.
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</description>
</method>
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<method name= "is_normalized" qualifiers= "const" >
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<return type= "bool" />
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<description >
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Returns [code]true[/code] if the vector is normalized, [code]false[/code] otherwise.
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</description>
</method>
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<method name= "length" qualifiers= "const" >
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<return type= "float" />
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<description >
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Returns the length (magnitude) of this vector.
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</description>
</method>
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<method name= "length_squared" qualifiers= "const" >
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<return type= "float" />
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<description >
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Returns the squared length (squared magnitude) of this vector.
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>
</method>
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<method name= "lerp" qualifiers= "const" >
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<return type= "Vector3" />
<argument index= "0" name= "to" type= "Vector3" />
<argument index= "1" name= "weight" type= "float" />
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<description >
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Returns the result of the linear interpolation between this vector and [code]to[/code] by amount [code]weight[/code]. [code]weight[/code] is on the range of 0.0 to 1.0, representing the amount of interpolation.
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</description>
</method>
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<method name= "limit_length" qualifiers= "const" >
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<return type= "Vector3" />
<argument index= "0" name= "length" type= "float" default= "1.0" />
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<description >
Returns the vector with a maximum length by limiting its length to [code]length[/code].
</description>
</method>
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<method name= "max_axis_index" qualifiers= "const" >
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<return type= "int" />
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<description >
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Returns the axis of the vector's highest value. See [code]AXIS_*[/code] constants. If all components are equal, this method returns [constant AXIS_X].
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</description>
</method>
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<method name= "min_axis_index" qualifiers= "const" >
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<return type= "int" />
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<description >
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Returns the axis of the vector's lowest value. See [code]AXIS_*[/code] constants. If all components are equal, this method returns [constant AXIS_Z].
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</description>
</method>
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<method name= "move_toward" qualifiers= "const" >
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<return type= "Vector3" />
<argument index= "0" name= "to" type= "Vector3" />
<argument index= "1" name= "delta" type= "float" />
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<description >
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Moves this vector toward [code]to[/code] by the fixed [code]delta[/code] amount. Will not go past the final value.
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</description>
</method>
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<method name= "normalized" qualifiers= "const" >
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<return type= "Vector3" />
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<description >
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Returns the vector scaled to unit length. Equivalent to [code]v / v.length()[/code].
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</description>
</method>
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<method name= "octahedron_decode" qualifiers= "static" >
<return type= "Vector3" />
<argument index= "0" name= "uv" type= "Vector2" />
<description >
</description>
</method>
<method name= "octahedron_encode" qualifiers= "const" >
<return type= "Vector2" />
<description >
</description>
</method>
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<method name= "outer" qualifiers= "const" >
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<return type= "Basis" />
<argument index= "0" name= "with" type= "Vector3" />
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<description >
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Returns the outer product with [code]with[/code].
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</description>
</method>
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<method name= "posmod" qualifiers= "const" >
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<return type= "Vector3" />
<argument index= "0" name= "mod" type= "float" />
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<description >
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Returns a vector composed of the [method @GlobalScope.fposmod] of this vector's components and [code]mod[/code].
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</description>
</method>
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<method name= "posmodv" qualifiers= "const" >
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<return type= "Vector3" />
<argument index= "0" name= "modv" type= "Vector3" />
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<description >
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Returns a vector composed of the [method @GlobalScope.fposmod] of this vector's components and [code]modv[/code]'s components.
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</description>
</method>
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<method name= "project" qualifiers= "const" >
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<return type= "Vector3" />
<argument index= "0" name= "b" type= "Vector3" />
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<description >
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Returns this vector projected onto another vector [code]b[/code].
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</description>
</method>
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<method name= "reflect" qualifiers= "const" >
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<return type= "Vector3" />
<argument index= "0" name= "n" type= "Vector3" />
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<description >
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Returns this vector reflected from a plane defined by the given normal.
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</description>
</method>
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<method name= "rotated" qualifiers= "const" >
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<return type= "Vector3" />
<argument index= "0" name= "by_axis" type= "Vector3" />
<argument index= "1" name= "phi" type= "float" />
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<description >
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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>
</method>
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<method name= "round" qualifiers= "const" >
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<return type= "Vector3" />
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<description >
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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>
</method>
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<method name= "sign" qualifiers= "const" >
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<return type= "Vector3" />
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<description >
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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 @GlobalScope.sign] on each component.
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</description>
</method>
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<method name= "signed_angle_to" qualifiers= "const" >
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<return type= "float" />
<argument index= "0" name= "to" type= "Vector3" />
<argument index= "1" name= "axis" type= "Vector3" />
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<description >
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 [code]axis[/code].
</description>
</method>
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<method name= "slerp" qualifiers= "const" >
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<return type= "Vector3" />
<argument index= "0" name= "to" type= "Vector3" />
<argument index= "1" name= "weight" type= "float" />
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<description >
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Returns the result of spherical linear interpolation between this vector and [code]to[/code], by amount [code]weight[/code]. [code]weight[/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>
</method>
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<method name= "slide" qualifiers= "const" >
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<return type= "Vector3" />
<argument index= "0" name= "n" type= "Vector3" />
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<description >
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Returns this vector slid along a plane defined by the given normal.
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</description>
</method>
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<method name= "snapped" qualifiers= "const" >
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<return type= "Vector3" />
<argument index= "0" name= "step" type= "Vector3" />
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<description >
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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>
</method>
</methods>
<members >
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<member name= "x" type= "float" setter= "" getter= "" default= "0.0" >
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The vector's X component. Also accessible by using the index position [code][0][/code].
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</member>
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<member name= "y" type= "float" setter= "" getter= "" default= "0.0" >
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The vector's Y component. Also accessible by using the index position [code][1][/code].
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</member>
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<member name= "z" type= "float" setter= "" getter= "" default= "0.0" >
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The vector's Z component. Also accessible by using the index position [code][2][/code].
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</member>
</members>
<constants >
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<constant name= "AXIS_X" value= "0" >
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Enumerated value for the X axis. Returned by [method max_axis_index] and [method min_axis_index].
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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. Returned by [method max_axis_index] and [method min_axis_index].
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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. Returned by [method max_axis_index] and [method min_axis_index].
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</constant>
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<constant name= "ZERO" value= "Vector3(0, 0, 0)" >
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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, 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, 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. 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. 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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</constant>
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<constant name= "DOWN" value= "Vector3(0, -1, 0)" >
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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. 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. 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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<operators >
<operator name= "operator !=" >
<return type= "bool" />
<description >
</description>
</operator>
<operator name= "operator !=" >
<return type= "bool" />
<argument index= "0" name= "right" type= "Vector3" />
<description >
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Returns [code]true[/code] if the vectors are not equal.
[b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable.
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</description>
</operator>
<operator name= "operator *" >
<return type= "Vector3" />
<argument index= "0" name= "right" type= "Basis" />
<description >
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Inversely transforms (multiplies) the [Vector3] by the given [Basis] matrix.
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</description>
</operator>
<operator name= "operator *" >
<return type= "Vector3" />
<argument index= "0" name= "right" type= "Quaternion" />
<description >
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Inversely transforms (multiplies) the [Vector3] by the given [Quaternion].
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</description>
</operator>
<operator name= "operator *" >
<return type= "Vector3" />
<argument index= "0" name= "right" type= "Transform3D" />
<description >
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Inversely transforms (multiplies) the [Vector3] by the given [Transform3D] transformation matrix.
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</description>
</operator>
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<operator name= "operator *" >
<return type= "Vector3" />
<argument index= "0" name= "right" type= "Vector3" />
<description >
Multiplies each component of the [Vector3] by the components of the given [Vector3].
[codeblock]
print(Vector3(10, 20, 30) * Vector3(3, 4, 5)) # Prints "(30, 80, 150)"
[/codeblock]
</description>
</operator>
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<operator name= "operator *" >
<return type= "Vector3" />
<argument index= "0" name= "right" type= "float" />
<description >
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Multiplies each component of the [Vector3] by the given [float].
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</description>
</operator>
<operator name= "operator *" >
<return type= "Vector3" />
<argument index= "0" name= "right" type= "int" />
<description >
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Multiplies each component of the [Vector3] by the given [int].
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</description>
</operator>
<operator name= "operator +" >
<return type= "Vector3" />
<argument index= "0" name= "right" type= "Vector3" />
<description >
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Adds each component of the [Vector3] by the components of the given [Vector3].
[codeblock]
print(Vector3(10, 20, 30) + Vector3(3, 4, 5)) # Prints "(13, 24, 35)"
[/codeblock]
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</description>
</operator>
<operator name= "operator -" >
<return type= "Vector3" />
<argument index= "0" name= "right" type= "Vector3" />
<description >
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Subtracts each component of the [Vector3] by the components of the given [Vector3].
[codeblock]
print(Vector3(10, 20, 30) - Vector3(3, 4, 5)) # Prints "(7, 16, 25)"
[/codeblock]
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</description>
</operator>
<operator name= "operator /" >
<return type= "Vector3" />
<argument index= "0" name= "right" type= "Vector3" />
<description >
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Divides each component of the [Vector3] by the components of the given [Vector3].
[codeblock]
print(Vector3(10, 20, 30) / Vector3(2, 5, 3)) # Prints "(5, 4, 10)"
[/codeblock]
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</description>
</operator>
<operator name= "operator /" >
<return type= "Vector3" />
<argument index= "0" name= "right" type= "float" />
<description >
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Divides each component of the [Vector3] by the given [float].
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</description>
</operator>
<operator name= "operator /" >
<return type= "Vector3" />
<argument index= "0" name= "right" type= "int" />
<description >
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Divides each component of the [Vector3] by the given [int].
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</description>
</operator>
<operator name= "operator <" >
<return type= "bool" />
<argument index= "0" name= "right" type= "Vector3" />
<description >
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Compares two [Vector3] vectors by first checking if the X value of the left vector is less than the X value of the [code]right[/code] 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.
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</description>
</operator>
<operator name= "operator <=" >
<return type= "bool" />
<argument index= "0" name= "right" type= "Vector3" />
<description >
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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 [code]right[/code] 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.
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</description>
</operator>
<operator name= "operator ==" >
<return type= "bool" />
<description >
</description>
</operator>
<operator name= "operator ==" >
<return type= "bool" />
<argument index= "0" name= "right" type= "Vector3" />
<description >
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Returns [code]true[/code] if the vectors are exactly equal.
[b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable.
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</description>
</operator>
<operator name= "operator >" >
<return type= "bool" />
<argument index= "0" name= "right" type= "Vector3" />
<description >
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Compares two [Vector3] vectors by first checking if the X value of the left vector is greater than the X value of the [code]right[/code] 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.
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</description>
</operator>
<operator name= "operator >=" >
<return type= "bool" />
<argument index= "0" name= "right" type= "Vector3" />
<description >
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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 [code]right[/code] 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.
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</description>
</operator>
<operator name= "operator []" >
<return type= "float" />
<argument index= "0" name= "index" type= "int" />
<description >
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Access vector components using their index. [code]v[0][/code] is equivalent to [code]v.x[/code], [code]v[1][/code] is equivalent to [code]v.y[/code], and [code]v[2][/code] is equivalent to [code]v.z[/code].
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</description>
</operator>
<operator name= "operator unary+" >
<return type= "Vector3" />
<description >
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Returns the same value as if the [code]+[/code] was not there. Unary [code]+[/code] does nothing, but sometimes it can make your code more readable.
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</description>
</operator>
<operator name= "operator unary-" >
<return type= "Vector3" />
<description >
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Returns the negative value of the [Vector3]. This is the same as writing [code]Vector3(-v.x, -v.y, -v.z)[/code]. This operation flips the direction of the vector while keeping the same magnitude. With floats, the number zero can be either positive or negative.
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</description>
</operator>
</operators>
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</class>