Vector used for 3D math using integer coordinates. 3-element structure that can be used to represent positions in 3D space or any other pair of numeric values. It uses integer coordinates and is therefore preferable to [Vector3] when exact precision is required. [b]Note:[/b] In a boolean context, a Vector3i will evaluate to [code]false[/code] if it's equal to [code]Vector3i(0, 0, 0)[/code]. Otherwise, a Vector3i will always evaluate to [code]true[/code]. https://docs.godotengine.org/en/latest/tutorials/math/index.html Returns a [Vector3i] with the given components. Constructs a new [Vector3i] from [Vector3]. The floating point coordinates will be truncated. 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]. 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]. Returns the vector with each component set to one or negative one, depending on the signs of the components. The vector's X component. Also accessible by using the index position [code][0][/code]. The vector's Y component. Also accessible by using the index position [code][1][/code]. The vector's Z component. Also accessible by using the index position [code][2][/code]. Enumerated value for the X axis. Enumerated value for the Y axis. Enumerated value for the Z axis. Zero vector, a vector with all components set to [code]0[/code]. One vector, a vector with all components set to [code]1[/code]. Left unit vector. Represents the local direction of left, and the global direction of west. Right unit vector. Represents the local direction of right, and the global direction of east. Up unit vector. Down unit vector. Forward unit vector. Represents the local direction of forward, and the global direction of north. Back unit vector. Represents the local direction of back, and the global direction of south.