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) –

convert_vector_list_to_array() Array[Vector]

Convert Vector List to Array

Returns:

vector_array (Array[Vector]):

Return type:

Array[Vector]

duplicate_vector_list() GeometryScriptVectorList

Duplicate Vector List

Returns:

duplicate_list (GeometryScriptVectorList):

Return type:

GeometryScriptVectorList

get_vector_list_item(index) -> (Vector, is_valid_index=bool)

Get Vector List Item

Parameters:

index (int32) –

Returns:

is_valid_index (bool):

Return type:

bool

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

set_vector_list_item(index, new_value) bool

Set Vector List Item

Parameters:
  • index (int32) –

  • new_value (Vector) –

Returns:

is_valid_index (bool):

Return type:

bool

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:
Return type:

GeometryScriptVectorList

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:
Returns:

vector_list_b (GeometryScriptVectorList):

Return type:

GeometryScriptVectorList

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:

GeometryScriptVectorList

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:

GeometryScriptScalarList

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:

GeometryScriptScalarList

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:

GeometryScriptScalarList