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 ¶
Resets all the items in the Vector List to the Clear Value.
- Parameters:
clear_value (Vector) –
- convert_vector_list_to_array() Array[Vector] ¶
Converts Vector List to an array of FVectors (Vector Array).
- duplicate_vector_list() GeometryScriptVectorList ¶
Copies the contents of Vector List into Duplicate Vector List.
- Returns:
duplicate_list (GeometryScriptVectorList):
- Return type:
- get_vector_list_item(index) -> (Vector, is_valid_index=bool)¶
Returns the FVector stored in the VectorList at the specified location. if the Index is not valid for this Vector List, the Zero Vector will be returned and bIsValidIndex set to false.
- Parameters:
index (int32) –
- Returns:
is_valid_index (bool):
- Return type:
- get_vector_list_last_index() int32 ¶
Returns the index of the last item in the Vector List. If Vector List is empty or invalid, the value -1 will be returned.
- Return type:
int32
- get_vector_list_length() int32 ¶
Returns the number of items in the Vector List.
- Return type:
int32
- set_vector_list_item(index, new_value) bool ¶
Updates the value of the FVector stored in the Vector List at the specified location. If the Index is invalid, the operation will fail and bValidIndex will be set to false.
- 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: