vector3

类位于 InfEngine.math

描述

三维向量,包含 x、y 和 z 分量。

description

vector3 是 InfEngine 中使用频率最高的类型。它用于表示三维空间中的位置、方向、速度和缩放。每个 Transformpositionrotationlocal_scale 都以 vector3 值存储,物理、渲染和动画系统也都基于它工作。

算术运算符(+-*/)按分量运算。使用 dot() 测量两个方向的对齐程度,使用 cross() 计算垂直向量(例如曲面法线),使用 project() / project_on_plane() 进行投影。

静态方向常量——forward(0, 0, 1)、up(0, 1, 0)、right(1, 0, 0)——遵循 InfEngine 的左手坐标系约定。

属性

名称 类型 描述
zero Vector3 Vector3(0, 0, 0)。 (只读)
one Vector3 Vector3(1, 1, 1)。 (只读)
up Vector3 Vector3(0, 1, 0)。 (只读)
down Vector3 Vector3(0, -1, 0)。 (只读)
left Vector3 Vector3(-1, 0, 0)。 (只读)
right Vector3 Vector3(1, 0, 0)。 (只读)
forward Vector3 Vector3(0, 0, 1)。 (只读)
back Vector3 Vector3(0, 0, -1)。 (只读)
positive_infinity Vector3 Shorthand for writing vector3(inf, inf, inf). (只读)
negative_infinity Vector3 Shorthand for writing vector3(-inf, -inf, -inf). (只读)

properties

静态方法

方法 描述
static vector3.angle(a: Vector3, b: Vector3) → float 计算两个向量之间的角度。
static vector3.clamp_magnitude(v: Vector3, max_length: float) → Vector3 Return a copy of the vector with its magnitude clamped.
static vector3.cross(a: Vector3, b: Vector3) → Vector3 计算两个向量的叉积。
static vector3.distance(a: Vector3, b: Vector3) → float 计算两点之间的距离。
static vector3.dot(a: Vector3, b: Vector3) → float 计算两个向量的点积。
static vector3.lerp(a: Vector3, b: Vector3, t: float) → Vector3 在两个向量之间线性插值。
static vector3.lerp_unclamped(a: Vector3, b: Vector3, t: float) → Vector3 Linearly interpolate between two vectors without clamping t.
static vector3.max(a: Vector3, b: Vector3) → Vector3 Return a vector made from the largest components of two vectors.
static vector3.min(a: Vector3, b: Vector3) → Vector3 Return a vector made from the smallest components of two vectors.
static vector3.move_towards(current: Vector3, target: Vector3, max_delta: float) → Vector3 Move current towards target by at most max_delta.
static vector3.normalize(v: Vector3) → Vector3 将此向量单位化。
static vector3.ortho_normalize(v1: Vector3, v2: Vector3, v3: Vector3) → Vector3 Make vectors normalized and orthogonal to each other.
static vector3.project(v: Vector3, on_normal: Vector3) → Vector3 Project a vector onto another vector.
static vector3.project_on_plane(v: Vector3, plane_normal: Vector3) → Vector3 Project a vector onto a plane defined by its normal.
static vector3.reflect(in_dir: Vector3, normal: Vector3) → Vector3 Reflect a vector off the plane defined by a normal.
static vector3.rotate_towards(current: Vector3, target: Vector3, max_radians: float, max_mag: float) → Vector3 Rotate current towards target, limited by max angle and magnitude.
static vector3.scale(a: Vector3, b: Vector3) → Vector3 Multiply two vectors component-wise.
static vector3.signed_angle(from_v: Vector3, to_v: Vector3, axis: Vector3) → float Return the signed angle in degrees between two vectors around an axis.
static vector3.slerp(a: Vector3, b: Vector3, t: float) → Vector3 Spherically interpolate between two vectors.
static vector3.slerp_unclamped(a: Vector3, b: Vector3, t: float) → Vector3 Spherically interpolate between two vectors without clamping t.
static vector3.smooth_damp(current: Vector3, target: Vector3, current_velocity: Vector3, smooth_time: float, max_speed: float, delta_time: float) → Vector3 Gradually change a vector towards a desired goal over time.
static vector3.magnitude(v: Vector3) → float 向量的长度。
static vector3.sqr_magnitude(v: Vector3) → float 向量长度的平方。

static_methods

示例

example

from InfEngine.math import vector3

# 创建位置
origin = vector3(0, 0, 0)
target = vector3(10, 5, 3)

# 方向和距离
direction = vector3.normalize(target - origin)
dist = vector3.distance(origin, target)

# 叉积——用两条边向量计算曲面法线
edge_a = vector3(1, 0, 0)
edge_b = vector3(0, 1, 0)
normal = vector3.normalize(vector3.cross(edge_a, edge_b))

# 平滑移向目标
current = vector3(0, 0, 0)
current = vector3.lerp(current, target, 0.1)

# 使用内置方向常量
forward = vector3.forward   # (0, 0, 1)
up      = vector3.up         # (0, 1, 0)

另请参阅

see_also