Vector3 | Vector3 ( float x, float y, float z ) |
Vector3 | abs ( ) |
float | angle_to ( Vector3 to ) |
Vector3 | bounce ( Vector3 n ) |
Vector3 | ceil ( ) |
Vector3 | cross ( Vector3 b ) |
Vector3 | cubic_interpolate ( Vector3 b, Vector3 pre_a, Vector3 post_b, float t ) |
float | distance_squared_to ( Vector3 b ) |
float | distance_to ( Vector3 b ) |
float | dot ( Vector3 b ) |
Vector3 | floor ( ) |
Vector3 | inverse ( ) |
bool | is_normalized ( ) |
float | length ( ) |
float | length_squared ( ) |
Vector3 | linear_interpolate ( Vector3 b, float t ) |
int | max_axis ( ) |
int | min_axis ( ) |
Vector3 | normalized ( ) |
Basis | outer ( Vector3 b ) |
Vector3 | reflect ( Vector3 n ) |
Vector3 | rotated ( Vector3 axis, float phi ) |
Vector3 | slide ( Vector3 n ) |
Vector3 | snapped ( float by ) |
Basis | to_diagonal_matrix ( ) |
ZERO | Vector3( 0, 0, 0 ) | NULL vector. |
ONE | Vector3( 1, 1, 1 ) | One vector. |
INF | Vector3( inf, inf, inf ) | unendlich vector. |
LEFT | Vector3( -1, 0, 0 ) | Left unit vector. |
RIGHT | Vector3( 1, 0, 0 ) | Right unit vector. |
UP | Vector3( 0, 1, 0 ) | Up unit vector. |
DOWN | Vector3( 0, -1, 0 ) | Down unit vector. |
FORWARD | Vector3( 0, 0, -1 ) | Forward unit vector. |
BACK | Vector3( 0, 0, 1 ) | Back unit vector. |
Beispiel:
var vec_unten = Vector3.DOWN