unreal.GeometryScriptVectorList
¶
- class unreal.GeometryScriptVectorList¶
Bases:
StructBase
Geometry Script Vector List
C++ Source:
Plugin: GeometryScripting
Module: GeometryScriptingCore
File: GeometryScriptTypes.h
- clear_vector_list(clear_value=[0.000000, 0.000000, 0.000000]) None ¶
Clear Vector List
- Parameters:
clear_value (Vector) –
- duplicate_vector_list() GeometryScriptVectorList ¶
Duplicate Vector List
- Returns:
duplicate_list (GeometryScriptVectorList):
- Return type:
- get_vector_list_item(index) -> (Vector, is_valid_index=bool)¶
Get Vector List Item
- Parameters:
index (int32) –
- Returns:
is_valid_index (bool):
- Return type:
- get_vector_list_last_index() int32 ¶
Get Vector List Last Index
- Return type:
int32
- get_vector_list_length() int32 ¶
Get Vector List Length
- Return type:
int32
- vector_blend(vector_list_b, constant_a=1.000000, constant_b=1.000000) GeometryScriptVectorList ¶
Compute (ConstantA * A) + (ConstantB * B) for each pair of vectors in VectorListA and VectorListB and return in new VectorList. By default (constants = 1) this just adds the two vectors. Set ConstantB = -1 to subtract B from A. Can also be used to Linear Interpolate, by setting ConstantB = (1-ConstantA)
- Parameters:
vector_list_b (GeometryScriptVectorList) –
constant_a (double) –
constant_b (double) –
- Return type:
- vector_blend_in_place(vector_list_b, constant_a=1.000000, constant_b=1.000000) GeometryScriptVectorList ¶
Compute (ConstantA * A) + (ConstantB * B) for each pair of vectors in VectorListA and VectorListB, and store in VectorListB By default (constants = 1) this just adds the two vectors. Set ConstantB = -1 to subtract B from A. Can also be used to Linear Interpolate, by setting ConstantB = (1-ConstantA)
- Parameters:
vector_list_b (GeometryScriptVectorList) –
constant_a (double) –
constant_b (double) –
- Returns:
vector_list_b (GeometryScriptVectorList):
- Return type:
- vector_cross(vector_list_b) GeometryScriptVectorList ¶
Compute the cross-product between each pair of vectors in VectorListA and VectorListB and return in new VectorList
- Parameters:
vector_list_b (GeometryScriptVectorList) –
- Return type:
- vector_dot(vector_list_b) GeometryScriptScalarList ¶
Compute the dot-product between each pair of vectors in VectorListA and VectorListB and return in new ScalarList
- Parameters:
vector_list_b (GeometryScriptVectorList) –
- Return type:
- vector_length() GeometryScriptScalarList ¶
Compute the length/magnitude of each vector in VectorListA and return in new ScalarList. Note that SquaredLength can be computed using VectorDot(A,A).
- Return type:
- vector_normalize_in_place(set_on_failure=[0.000000, 0.000000, 0.000000]) None ¶
Normalize each vector in VectorList, and store in VectorList. If a vector is degenerate, set the normal to the SetOnFailure vector.
- Parameters:
set_on_failure (Vector) –
- vector_to_scalar(constant_x=1.000000, constant_y=0.000000, constant_z=0.000000) GeometryScriptScalarList ¶
Convert each Vector in VectorList to a Scalar by computing (ConstantX*Vector.X + ConstantY*Vector.Y + ConstantZ*Vector.Z), and return in a new ScalarList. This can be used to extract the X/Y/Z values from a Vector, or other component-wise math
- Parameters:
constant_x (double) –
constant_y (double) –
constant_z (double) –
- Return type: