#[repr(C)]
pub struct Vector3 { pub x: f32, pub y: f32, pub z: f32, }
Expand description

3D vector class.

See also Vector3 in the Godot API doc.

Fields

x: f32y: f32z: f32

Implementations

Helper methods for Vector3.

See the official Godot documentation.

The zero vector.

A vector with all components set to 1. Typically used for scaling.

A vector with all components set to +infinity.

Unit vector in -X direction.

Unit vector in +X direction.

Unit vector in +Y direction.

Unit vector in -Y direction.

Unit vector in -Z direction.

Unit vector in +Z direction.

Returns a Vector3 with the given components.

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

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

Returns the vector “bounced off” from a plane defined by the given normal.

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

Returns the cross product of this vector and b.

Performs a cubic interpolation between vectors pre_a, a, b, post_b (a is current), by the given amount t. t is on the range of 0.0 to 1.0, representing the amount of interpolation.

Returns the normalized vector pointing from this vector to other.

Returns the squared distance to other.

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

Returns the distance to other.

Returns the dot product of this vector and b. 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 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 -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).

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

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

Returns true if this vector and v are approximately equal, by running relative_eq on each component.

Returns true if the vector is normalized, and false otherwise.

Returns the length (magnitude) of this vector.

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.

Returns the result of the linear interpolation between this vector and b by amount t. t is on the range of 0.0 to 1.0, representing the amount of interpolation.

Returns the axis of the vector’s largest value. See Axis enum.

If multiple components are equal, this method returns in preferred order Axis::X, Axis::Y, Axis::Z.

Returns the axis of the vector’s smallest value. See Axis enum.

If multiple components are equal, this method returns in preferred order Axis::X, Axis::Y, Axis::Z.

Moves this vector toward to by the fixed delta amount.

Returns the vector scaled to unit length. Equivalent to v / v.length().

Returns the outer product with b.

Returns a vector composed of the rem_euclid of this vector’s components and mod.

Returns a vector composed of the rem_euclid of this vector’s components and remv components.

Returns this vector projected onto another vector b.

Returns this vector reflected from a plane defined by the given normal.

Rotates this vector around a given axis by phi radians. The axis must be a normalized vector.

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

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 signum on each component.

Returns the result of spherical linear interpolation between this vector and b, by amount t. t is on the range of 0.0 to 1.0, representing the amount of interpolation.

Note: Both vectors must be normalized.

Returns this vector slid along a plane defined by the given normal.

Returns this vector with each component snapped to the nearest multiple of step. This can also be used to round to an arbitrary number of decimals.

Returns a diagonal matrix with the vector as main diagonal.

This is equivalent to a Basis with no rotation or shearing and this vector’s components set as the scale.

Trait Implementations

The resulting type after applying the + operator.
Performs the + operation. Read more
Performs the += operation. Read more
Converts this type into a shared reference of the (usually inferred) input type.
Returns a copy of the value. Read more
Performs copy-assignment from source. Read more
Formats the value using the given formatter. Read more
Returns the “default value” for a type. Read more
Deserialize this value from the given Serde deserializer. Read more
The resulting type after applying the / operator.
Performs the / operation. Read more
The resulting type after applying the / operator.
Performs the / operation. Read more
Performs the /= operation. Read more
Performs the /= operation. Read more
A type-specific hint type that is valid for the type being exported. Read more
Returns ExportInfo given an optional typed hint.
The resulting type after applying the * operator.
Performs the * operation. Read more

Returns a vector transformed (multiplied) by this quaternion. This is the same as xform

Note: The quaternion must be normalized.

The resulting type after applying the * operator.
The resulting type after applying the * operator.
Performs the * operation. Read more
The resulting type after applying the * operator.
Performs the * operation. Read more
Performs the *= operation. Read more
Performs the *= operation. Read more
The resulting type after applying the - operator.
Performs the unary - operation. Read more
This method tests for self and other values to be equal, and is used by ==. Read more
This method tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason. Read more
Serialize this value into the given Serde serializer. Read more
The resulting type after applying the - operator.
Performs the - operation. Read more
Performs the -= operation. Read more

Auto Trait Implementations

Blanket Implementations

Gets the TypeId of self. Read more
Immutably borrows from an owned value. Read more
Mutably borrows from an owned value. Read more

Returns the argument unchanged.

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

The resulting type after obtaining ownership.
Creates owned data from borrowed data, usually by cloning. Read more
Uses borrowed data to replace owned data, usually by cloning. Read more
The type returned in the event of a conversion error.
Performs the conversion.
The type returned in the event of a conversion error.
Performs the conversion.