Struct Vector3
#[repr(C)]pub struct Vector3 {
pub x: f32,
pub y: f32,
pub z: f32,
}
Expand description
Vector used for 3D math using floating point coordinates.
3-element structure that can be used to represent continuous positions or directions in 3D space, as well as any other triple of numeric values.
It uses floating-point coordinates of 32-bit precision, unlike the engine’s float
type which
is always 64-bit. The engine can be compiled with the option precision=double
to use 64-bit
vectors instead; use the gdext library with the double-precision
feature in that case.
Conversions are provided via various from_*
and to_*
functions, not via the From
trait. This encourages new()
as the main way to construct vectors, is explicit about the conversion taking place, needs no type inference, and works in const
contexts.
§Navigation to impl
blocks within this page
- Constants
- Constructors and general vector functions
- Specialized
Vector3
functions - Float-specific functions
- 3D functions
- 2D and 3D functions
- 3D and 4D functions
- Trait impls + operators
§All vector types
You can convert to 2D vectors using to_2d()
, and to Vector3i
using cast_int()
.
§Godot docs
Fields§
§x: f32
The vector’s X component.
y: f32
The vector’s Y component.
z: f32
The vector’s Z component.
Implementations§
§impl Vector3
impl Vector3
§Constants
pub const LEFT: Vector3 = _
pub const LEFT: Vector3 = _
Unit vector in -X direction. Can be interpreted as left in an untransformed 3D world.
pub const RIGHT: Vector3 = _
pub const RIGHT: Vector3 = _
Unit vector in +X direction. Can be interpreted as right in an untransformed 3D world.
pub const DOWN: Vector3 = _
pub const DOWN: Vector3 = _
Unit vector in -Y direction. Typically interpreted as down in a 3D world.
pub const FORWARD: Vector3 = _
pub const FORWARD: Vector3 = _
Unit vector in -Z direction. Can be interpreted as “into the screen” in an untransformed 3D world.
pub const BACK: Vector3 = _
pub const BACK: Vector3 = _
Unit vector in +Z direction. Can be interpreted as “out of the screen” in an untransformed 3D world.
pub const MODEL_LEFT: Vector3 = _
pub const MODEL_LEFT: Vector3 = _
Unit vector pointing towards the left side of imported 3D assets.
pub const MODEL_RIGHT: Vector3 = _
pub const MODEL_RIGHT: Vector3 = _
Unit vector pointing towards the right side of imported 3D assets.
pub const MODEL_TOP: Vector3 = _
pub const MODEL_TOP: Vector3 = _
Unit vector pointing towards the top side (up) of imported 3D assets.
pub const MODEL_BOTTOM: Vector3 = _
pub const MODEL_BOTTOM: Vector3 = _
Unit vector pointing towards the bottom side (down) of imported 3D assets.
pub const MODEL_FRONT: Vector3 = _
pub const MODEL_FRONT: Vector3 = _
Unit vector pointing towards the front side (facing forward) of imported 3D assets.
pub const MODEL_REAR: Vector3 = _
pub const MODEL_REAR: Vector3 = _
Unit vector pointing towards the rear side (back) of imported 3D assets.
§impl Vector3
impl Vector3
§Constructors and general vector functions
The following associated functions and methods are available on all vectors (2D, 3D, 4D; float and int).
pub const fn from_tuple(tuple: (f32, f32, f32)) -> Vector3
pub const fn from_tuple(tuple: (f32, f32, f32)) -> Vector3
Creates a vector from the given tuple.
pub const fn from_array(array: [f32; 3]) -> Vector3
pub const fn from_array(array: [f32; 3]) -> Vector3
Creates a vector from the given array.
pub fn abs(self) -> Vector3
pub fn abs(self) -> Vector3
Returns a new vector with all components in absolute values (i.e. positive or zero).
pub fn clamp(self, min: Vector3, max: Vector3) -> Vector3
pub fn clamp(self, min: Vector3, max: Vector3) -> Vector3
Returns a new vector with all components clamped between the components of min
and max
.
§Panics
If min
> max
, min
is NaN, or max
is NaN.
pub fn length_squared(self) -> f32
pub fn length_squared(self) -> f32
Squared length (squared magnitude) of this vector.
Runs faster than length()
, so prefer it if you need to compare vectors or need the
squared distance for some formula.
pub fn coord_min(self, other: Vector3) -> Vector3
pub fn coord_min(self, other: Vector3) -> Vector3
Returns a new vector containing the minimum of the two vectors, component-wise.
You may consider using the fully-qualified syntax Vector3::coord_min(a, b)
for symmetry.
§impl Vector3
impl Vector3
§Specialized Vector3
functions
pub const fn from_vector3i(v: Vector3i) -> Vector3
Vector3i::cast_float()
pub fn cross(self, with: Vector3) -> Vector3
pub fn cross(self, 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.
pub fn octahedron_decode(uv: Vector2) -> Vector3
pub fn octahedron_decode(uv: Vector2) -> Vector3
Returns the Vector3 from an octahedral-compressed form created using Vector3::octahedron_encode
(stored as a Vector2
).
pub fn octahedron_encode(self) -> Vector2
pub fn octahedron_encode(self) -> 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
Vector3::normalized
Vector3
s without increasing storage or memory requirements. See also Vector3::octahedron_decode
.
Note: Octahedral compression is lossy, although visual differences are rarely perceptible in real world scenarios.
§Panics
If vector is not normalized.
pub fn rotated(self, axis: Vector3, angle: f32) -> Vector3
pub fn rotated(self, axis: Vector3, angle: f32) -> Vector3
Returns this vector rotated around axis
by angle
radians. axis
must be normalized.
§Panics
If axis
is not normalized.
pub fn angle_to(self, to: Vector3) -> f32
pub fn angle_to(self, to: Vector3) -> f32
Returns the unsigned angle between self
and the given vector, as radians in [0, +π]
.
Note that behavior is different from 2D Vector2::angle_to()
, which returns the signed angle.
pub fn signed_angle_to(self, to: Vector3, axis: Vector3) -> f32
pub fn signed_angle_to(self, to: Vector3, axis: Vector3) -> f32
Returns the signed angle to the given vector, as radians in [-π, +π]
.
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
.
For unsigned angles, use Vector3::angle_to()
.
pub fn slerp(self, to: Vector3, weight: f32) -> Vector3
pub fn slerp(self, to: Vector3, weight: f32) -> Vector3
Returns the spherical linear interpolation between the vector and to
by the weight
amount.
The variable weight
is representing the amount of interpolation, which is on the range of
0.0 to 1.0.
Length is also interpolated in the case that the input vectors have different lengths. If both
input vectors have zero length or are collinear to each other, the method instead behaves like
Vector3::lerp
.
§impl Vector3
impl Vector3
§Float-specific functions
The following methods are only available on floating-point vectors.
pub const fn cast_int(self) -> Vector3i
pub const fn cast_int(self) -> Vector3i
Converts to a vector with integer components, using as
casts.
pub fn floor(self) -> Vector3
pub fn floor(self) -> Vector3
Returns a new vector with all components rounded down (towards negative infinity).
pub fn ceil(self) -> Vector3
pub fn ceil(self) -> Vector3
Returns a new vector with all components rounded up (towards positive infinity).
pub fn cubic_interpolate(
self,
b: Vector3,
pre_a: Vector3,
post_b: Vector3,
weight: f32,
) -> Vector3
pub fn cubic_interpolate( self, b: Vector3, pre_a: Vector3, post_b: Vector3, weight: f32, ) -> Vector3
Cubic interpolation between self
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.
pub fn cubic_interpolate_in_time(
self,
b: Vector3,
pre_a: Vector3,
post_b: Vector3,
weight: f32,
b_t: f32,
pre_a_t: f32,
post_b_t: f32,
) -> Vector3
pub fn cubic_interpolate_in_time( self, b: Vector3, pre_a: Vector3, post_b: Vector3, weight: f32, b_t: f32, pre_a_t: f32, post_b_t: f32, ) -> Vector3
Cubic interpolation between self
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.
pub fn try_direction_to(self, to: Vector3) -> Option<Vector3>
pub fn try_direction_to(self, to: Vector3) -> Option<Vector3>
Returns the normalized vector pointing from this vector to to
or None
, if self
and to
are equal.
This is equivalent to using (b - a).try_normalized()
. See also direction_to()
.
pub fn direction_to(self, to: Vector3) -> Vector3
pub fn direction_to(self, to: Vector3) -> Vector3
⚠️ Returns the normalized vector pointing from this vector to to
.
This is equivalent to using (b - a).normalized()
. See also try_direction_to()
.
§Panics
If self
and to
are equal.
pub fn distance_squared_to(self, to: Vector3) -> f32
pub fn distance_squared_to(self, to: Vector3) -> f32
Returns the squared distance between this vector and to
.
This method runs faster than Self::distance_to
, so prefer it if you need to compare vectors or need the squared distance for some formula.
pub fn distance_to(self, to: Vector3) -> f32
pub fn distance_to(self, to: Vector3) -> f32
Returns the distance between this vector and to
.
pub fn is_normalized(self) -> bool
pub fn is_normalized(self) -> bool
Returns true
if the vector is normalized, i.e. its length is approximately equal to 1.
pub fn is_zero_approx(self) -> bool
pub fn is_zero_approx(self) -> bool
Returns true
if this vector’s values are approximately zero.
This method is faster than using approx_eq()
with one value as a zero vector.
pub fn lerp(self, other: Vector3, weight: f32) -> Vector3
pub fn lerp(self, other: Vector3, weight: f32) -> 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.
pub fn try_normalized(self) -> Option<Vector3>
pub fn try_normalized(self) -> Option<Vector3>
Returns the vector scaled to unit length or None
, if called on a zero vector.
Computes self / self.length()
. See also normalized()
and is_normalized()
.
pub fn normalized(self) -> Vector3
pub fn normalized(self) -> Vector3
⚠️ Returns the vector scaled to unit length.
Computes self / self.length()
. See also try_normalized()
and is_normalized()
.
§Panics
If called on a zero vector.
pub fn normalized_or_zero(self) -> Vector3
pub fn normalized_or_zero(self) -> Vector3
Returns the vector scaled to unit length or Self::ZERO
, if called on a zero vector.
Computes self / self.length()
. See also try_normalized()
and is_normalized()
.
pub fn posmod(self, pmod: f32) -> Vector3
pub fn posmod(self, pmod: f32) -> Vector3
Returns a vector composed of the FloatExt::fposmod()
of this vector’s components and pmod
.
pub fn posmodv(self, modv: Vector3) -> Vector3
pub fn posmodv(self, modv: Vector3) -> Vector3
Returns a vector composed of the FloatExt::fposmod()
of this vector’s components and modv
’s components.
§impl Vector3
impl Vector3
§3D functions
The following methods are only available on 3D vectors (for both float and int).
pub fn to_2d(self) -> Vector2
pub fn to_2d(self) -> Vector2
Reduces dimension to 2D, discarding the Z component.
See also swizzle!
for a more general way to extract components.
self.to_2d()
is equivalent to swizzle!(self => x, y)
.
pub fn max_axis(self) -> Option<Vector3Axis>
pub fn max_axis(self) -> Option<Vector3Axis>
Returns the axis of the vector’s highest value. See Vector3Axis
enum. If all components are equal, this method returns None
.
To mimic Godot’s behavior, unwrap this function’s result with unwrap_or(Vector3Axis::X)
.
pub fn min_axis(self) -> Option<Vector3Axis>
pub fn min_axis(self) -> Option<Vector3Axis>
Returns the axis of the vector’s lowest value. See Vector3Axis
enum. If all components are equal, this method returns None
.
To mimic Godot’s behavior, unwrap this function’s result with unwrap_or(Vector3Axis::Z)
.
§impl Vector3
impl Vector3
§2D and 3D functions
The following methods are available on both 2D and 3D float vectors.
pub fn bezier_derivative(
self,
control_1: Vector3,
control_2: Vector3,
end: Vector3,
t: f32,
) -> Vector3
pub fn bezier_derivative( self, control_1: Vector3, control_2: Vector3, end: Vector3, t: f32, ) -> 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.
pub fn bezier_interpolate(
self,
control_1: Vector3,
control_2: Vector3,
end: Vector3,
t: f32,
) -> Vector3
pub fn bezier_interpolate( self, control_1: Vector3, control_2: Vector3, end: Vector3, t: f32, ) -> 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.
pub fn bounce(self, n: Vector3) -> Vector3
pub fn bounce(self, n: Vector3) -> Vector3
Returns a new vector “bounced off” from a plane defined by the given normal.
§Panics
If n
is not normalized.
pub fn limit_length(self, length: Option<f32>) -> Vector3
pub fn limit_length(self, length: Option<f32>) -> Vector3
Returns the vector with a maximum length by limiting its length to length
.
pub fn move_toward(self, to: Vector3, delta: f32) -> Vector3
pub fn move_toward(self, to: Vector3, delta: f32) -> Vector3
Returns a new vector moved toward to
by the fixed delta
amount. Will not go past the final value.
pub fn project(self, b: Vector3) -> Vector3
pub fn project(self, b: Vector3) -> Vector3
Returns the result of projecting the vector onto the given vector b
.
Trait Implementations§
§impl AddAssign for Vector3
impl AddAssign for Vector3
§fn add_assign(&mut self, rhs: Vector3)
fn add_assign(&mut self, rhs: Vector3)
+=
operation. Read more§impl ArrayElement for Vector3
impl ArrayElement for Vector3
fn debug_validate_elements(_array: &Array<Self>) -> Result<(), ConvertError>
§impl DivAssign<f32> for Vector3
impl DivAssign<f32> for Vector3
§fn div_assign(&mut self, rhs: f32)
fn div_assign(&mut self, rhs: f32)
/=
operation. Read more§impl DivAssign for Vector3
impl DivAssign for Vector3
§fn div_assign(&mut self, rhs: Vector3)
fn div_assign(&mut self, rhs: Vector3)
/=
operation. Read more§impl Export for Vector3
impl Export for Vector3
§fn export_hint() -> PropertyHintInfo
fn export_hint() -> PropertyHintInfo
§fn as_node_class() -> Option<ClassName>
fn as_node_class() -> Option<ClassName>
§impl Extend<Vector3> for PackedVector3Array
impl Extend<Vector3> for PackedVector3Array
Extends aPackedVector3Array
with the contents of an iterator
§fn extend<I>(&mut self, iter: I)where
I: IntoIterator<Item = Vector3>,
fn extend<I>(&mut self, iter: I)where
I: IntoIterator<Item = Vector3>,
Source§fn extend_one(&mut self, item: A)
fn extend_one(&mut self, item: A)
extend_one
)Source§fn extend_reserve(&mut self, additional: usize)
fn extend_reserve(&mut self, additional: usize)
extend_one
)§impl FromGodot for Vector3
impl FromGodot for Vector3
§fn try_from_godot(
via: <Vector3 as GodotConvert>::Via,
) -> Result<Vector3, ConvertError>
fn try_from_godot( via: <Vector3 as GodotConvert>::Via, ) -> Result<Vector3, ConvertError>
Err
on failure.§fn from_godot(via: Self::Via) -> Self
fn from_godot(via: Self::Via) -> Self
§fn try_from_variant(variant: &Variant) -> Result<Self, ConvertError>
fn try_from_variant(variant: &Variant) -> Result<Self, ConvertError>
Variant
, returning Err
on failure.§fn from_variant(variant: &Variant) -> Self
fn from_variant(variant: &Variant) -> Self
§impl FromIterator<Vector3> for PackedVector3Array
impl FromIterator<Vector3> for PackedVector3Array
Creates a PackedVector3Array
from an iterator.
§fn from_iter<I>(iter: I) -> PackedVector3Arraywhere
I: IntoIterator<Item = Vector3>,
fn from_iter<I>(iter: I) -> PackedVector3Arraywhere
I: IntoIterator<Item = Vector3>,
§impl GodotConvert for Vector3
impl GodotConvert for Vector3
§impl Index<Vector3Axis> for Vector3
impl Index<Vector3Axis> for Vector3
§impl IndexMut<Vector3Axis> for Vector3
impl IndexMut<Vector3Axis> for Vector3
§fn index_mut(&mut self, axis: Vector3Axis) -> &mut f32
fn index_mut(&mut self, axis: Vector3Axis) -> &mut f32
container[index]
) operation. Read more§impl Mul<Vector3> for Quaternion
impl Mul<Vector3> for Quaternion
§impl Mul<Vector3> for Transform3D
impl Mul<Vector3> for Transform3D
§impl MulAssign<f32> for Vector3
impl MulAssign<f32> for Vector3
§fn mul_assign(&mut self, rhs: f32)
fn mul_assign(&mut self, rhs: f32)
*=
operation. Read more§impl MulAssign for Vector3
impl MulAssign for Vector3
§fn mul_assign(&mut self, rhs: Vector3)
fn mul_assign(&mut self, rhs: Vector3)
*=
operation. Read more§impl SubAssign for Vector3
impl SubAssign for Vector3
§fn sub_assign(&mut self, rhs: Vector3)
fn sub_assign(&mut self, rhs: Vector3)
-=
operation. Read more§impl ToGodot for Vector3
impl ToGodot for Vector3
§type ToVia<'v> = <Vector3 as GodotConvert>::Via
type ToVia<'v> = <Vector3 as GodotConvert>::Via
to_godot()
, which differs from Via
for pass-by-reference types.§fn to_godot(&self) -> <Vector3 as ToGodot>::ToVia<'_>
fn to_godot(&self) -> <Vector3 as ToGodot>::ToVia<'_>
§fn to_variant(&self) -> Variant
fn to_variant(&self) -> Variant
§impl Var for Vector3
impl Var for Vector3
fn get_property(&self) -> <Vector3 as GodotConvert>::Via
fn set_property(&mut self, value: <Vector3 as GodotConvert>::Via)
§fn var_hint() -> PropertyHintInfo
fn var_hint() -> PropertyHintInfo
GodotType::property_info
, e.g. for enums/newtypes.impl Copy for Vector3
impl GodotType for Vector3
impl PackedArrayElement for Vector3
impl StructuralPartialEq for Vector3
Auto Trait Implementations§
impl Freeze for Vector3
impl RefUnwindSafe for Vector3
impl Send for Vector3
impl Sync for Vector3
impl Unpin for Vector3
impl UnwindSafe for Vector3
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Source§impl<T> CloneToUninit for Twhere
T: Clone,
impl<T> CloneToUninit for Twhere
T: Clone,
Source§unsafe fn clone_to_uninit(&self, dst: *mut T)
unsafe fn clone_to_uninit(&self, dst: *mut T)
clone_to_uninit
)