godot/doc/classes/Vector3i.xml
Aaron Franke 83e324d670
Update core documentation to match recent C# changes
Also a few minor API changes like adding AABB.abs()

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2020-07-21 14:44:53 -04:00

106 lines
4 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="Vector3i" version="4.0">
<brief_description>
Vector used for 3D math using integer coordinates.
</brief_description>
<description>
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].
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
</tutorials>
<methods>
<method name="Vector3i">
<return type="Vector3i">
</return>
<argument index="0" name="x" type="int">
</argument>
<argument index="1" name="y" type="int">
</argument>
<argument index="2" name="z" type="int">
</argument>
<description>
Returns a [Vector3i] with the given components.
</description>
</method>
<method name="Vector3i">
<return type="Vector3i">
</return>
<argument index="0" name="from" type="Vector3">
</argument>
<description>
Constructs a new [Vector3i] from [Vector3]. The floating point coordinates will be truncated.
</description>
</method>
<method name="max_axis">
<return type="int">
</return>
<description>
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].
</description>
</method>
<method name="min_axis">
<return type="int">
</return>
<description>
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].
</description>
</method>
<method name="sign">
<return type="Vector3i">
</return>
<description>
Returns the vector with each component set to one or negative one, depending on the signs of the components.
</description>
</method>
</methods>
<members>
<member name="x" type="int" setter="" getter="" default="0">
The vector's X component. Also accessible by using the index position [code][0][/code].
</member>
<member name="y" type="int" setter="" getter="" default="0">
The vector's Y component. Also accessible by using the index position [code][1][/code].
</member>
<member name="z" type="int" setter="" getter="" default="0">
The vector's Z component. Also accessible by using the index position [code][2][/code].
</member>
</members>
<constants>
<constant name="AXIS_X" value="0">
Enumerated value for the X axis.
</constant>
<constant name="AXIS_Y" value="1">
Enumerated value for the Y axis.
</constant>
<constant name="AXIS_Z" value="2">
Enumerated value for the Z axis.
</constant>
<constant name="ZERO" value="Vector3i( 0, 0, 0 )">
Zero vector, a vector with all components set to [code]0[/code].
</constant>
<constant name="ONE" value="Vector3i( 1, 1, 1 )">
One vector, a vector with all components set to [code]1[/code].
</constant>
<constant name="LEFT" value="Vector3i( -1, 0, 0 )">
Left unit vector. Represents the local direction of left, and the global direction of west.
</constant>
<constant name="RIGHT" value="Vector3i( 1, 0, 0 )">
Right unit vector. Represents the local direction of right, and the global direction of east.
</constant>
<constant name="UP" value="Vector3i( 0, 1, 0 )">
Up unit vector.
</constant>
<constant name="DOWN" value="Vector3i( 0, -1, 0 )">
Down unit vector.
</constant>
<constant name="FORWARD" value="Vector3i( 0, 0, -1 )">
Forward unit vector. Represents the local direction of forward, and the global direction of north.
</constant>
<constant name="BACK" value="Vector3i( 0, 0, 1 )">
Back unit vector. Represents the local direction of back, and the global direction of south.
</constant>
</constants>
</class>