3D ベクトルと位置の表現
This structure is used throughout Unity to pass 3D positions and directions around.
It also contains functions for doing common vector operations.
Besides the functions listed below, other classes can be used to manipulate vectors and points as well.
For example the Quaternion and the Matrix4x4 classes are useful for rotating or transforming vectors and points.
back | Vector3(0, 0, -1) と同じ意味 |
down | Vector3(0, -1, 0) と同じ意味 |
forward | Vector3(0, 0, 1) と同じ意味 |
left | Vector3(-1, 0, 0) と同じ意味 |
negativeInfinity | Shorthand for writing Vector3(float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity). |
one | Vector3(1, 1, 1) と同じ意味 |
positiveInfinity | Shorthand for writing Vector3(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity). |
right | Vector3(1, 0, 0) と同じ意味 |
up | Vector3(0, 1, 0) と同じ意味 |
zero | Vector3(0, 0, 0) と同じ意味 |
magnitude | このベクトルの長さを返します (読み取り専用)。 |
normalized | magnitude を 1 としたベクトル(読み取り専用) |
sqrMagnitude | ベクトルの 2 乗の長さを返します(読み取り専用) |
this[int] | [0]、[1]、[2] を使用して x や y や z 成分にアクセスします |
x | ベクトルの X 成分 |
y | ベクトルの Y 成分 |
z | ベクトルの Z 成分 |
Vector3 | 与えられた x、y、z 成分で新規のベクトルを作成します |
Equals | Returns true if the given vector is exactly equal to this vector. |
Set | 既存の Vector3 に x、y、z の成分を設定します |
ToString | Returns a formatted string for this vector. |
Angle | 2 点間( from と to )の角度を返します |
ClampMagnitude | 大きさを maxLength までに制限した vector のコピーを返します |
Cross | 2 つのベクトルの外積 |
Distance | a と b の間の距離を返します |
Dot | 2 つのベクトルの内積 |
Lerp | Linearly interpolates between two points. |
LerpUnclamped | 直線上にある 2 つのベクトル間を補間します |
Max | 2 つのベクトルで各成分の一番大きな値を使用してベクトルを作成します |
Min | 2 つのベクトルで各成分の一番小さな値を使用してベクトルを作成します |
MoveTowards | Calculate a position between the points specified by current and target, moving no farther than the distance specified by maxDistanceDelta. |
Normalize | magnitude を 1 としたベクトルを作成します |
OrthoNormalize | ベクトルが正規化され他のベクトルと直交するようにします |
Project | ベクトルを別のベクトルに投影します。 |
ProjectOnPlane | 平面に垂直な法線ベクトルによって定義される平面上にベクトルを射影します。 |
Reflect | 法線で定義された平面でベクトルを反射します。 |
RotateTowards | 現在の位置 current から target に向けてベクトルを回転します。 |
Scale | 2 つのベクトルの各成分を乗算します |
SignedAngle | Returns the signed angle in degrees between from and to. |
Slerp | 球状に 2 つのベクトル間を補間します |
SlerpUnclamped | 球状に 2 つのベクトル間を補間します |
SmoothDamp | 目的地に向かって時間の経過とともに徐々にベクトルを変化させます |
operator - | 別のベクトルと減算を行います |
operator != | ベクトルが異なる場合、true を返します |
operator * | 数字とベクターで乗算します |
operator / | 数字で Vector を除法します |
operator + | 2 つのベクトルを加算します |
operator == | Returns true if two vectors are approximately equal. |
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