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- <?xml version="1.0" encoding="UTF-8" ?>
- <class name="Vector2" version="3.4">
- <brief_description>
- Vector used for 2D math.
- </brief_description>
- <description>
- 2-element structure that can be used to represent positions in 2D space or any other pair of numeric values.
- [b]Note:[/b] In a boolean context, a Vector2 will evaluate to [code]false[/code] if it's equal to [code]Vector2(0, 0)[/code]. Otherwise, a Vector2 will always evaluate to [code]true[/code].
- </description>
- <tutorials>
- <link title="Math tutorial index">https://docs.godotengine.org/en/3.3/tutorials/math/index.html</link>
- <link title="Vector math">https://docs.godotengine.org/en/3.3/tutorials/math/vector_math.html</link>
- <link title="Advanced vector math">https://docs.godotengine.org/en/3.3/tutorials/math/vectors_advanced.html</link>
- <link title="3Blue1Brown Essence of Linear Algebra">https://www.youtube.com/playlist?list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab</link>
- <link title="Matrix Transform Demo">https://godotengine.org/asset-library/asset/584</link>
- <link title="All 2D Demos">https://github.com/godotengine/godot-demo-projects/tree/master/2d</link>
- </tutorials>
- <methods>
- <method name="Vector2">
- <return type="Vector2">
- </return>
- <argument index="0" name="x" type="float">
- </argument>
- <argument index="1" name="y" type="float">
- </argument>
- <description>
- Constructs a new Vector2 from the given [code]x[/code] and [code]y[/code].
- </description>
- </method>
- <method name="abs">
- <return type="Vector2">
- </return>
- <description>
- Returns a new vector with all components in absolute values (i.e. positive).
- </description>
- </method>
- <method name="angle">
- <return type="float">
- </return>
- <description>
- Returns this vector's angle with respect to the positive X axis, or [code](1, 0)[/code] vector, in radians.
- For example, [code]Vector2.RIGHT.angle()[/code] will return zero, [code]Vector2.DOWN.angle()[/code] will return [code]PI / 2[/code] (a quarter turn, or 90 degrees), and [code]Vector2(1, -1).angle()[/code] will return [code]-PI / 4[/code] (a negative eighth turn, or -45 degrees).
- Equivalent to the result of [method @GDScript.atan2] when called with the vector's [member y] and [member x] as parameters: [code]atan2(y, x)[/code].
- </description>
- </method>
- <method name="angle_to">
- <return type="float">
- </return>
- <argument index="0" name="to" type="Vector2">
- </argument>
- <description>
- Returns the angle to the given vector, in radians.
- </description>
- </method>
- <method name="angle_to_point">
- <return type="float">
- </return>
- <argument index="0" name="to" type="Vector2">
- </argument>
- <description>
- Returns the angle between the line connecting the two points and the X axis, in radians.
- </description>
- </method>
- <method name="aspect">
- <return type="float">
- </return>
- <description>
- Returns the aspect ratio of this vector, the ratio of [member x] to [member y].
- </description>
- </method>
- <method name="bounce">
- <return type="Vector2">
- </return>
- <argument index="0" name="n" type="Vector2">
- </argument>
- <description>
- Returns the vector "bounced off" from a plane defined by the given normal.
- </description>
- </method>
- <method name="ceil">
- <return type="Vector2">
- </return>
- <description>
- Returns the vector with all components rounded up (towards positive infinity).
- </description>
- </method>
- <method name="clamped">
- <return type="Vector2">
- </return>
- <argument index="0" name="length" type="float">
- </argument>
- <description>
- Returns the vector with a maximum length by limiting its length to [code]length[/code].
- </description>
- </method>
- <method name="cross">
- <return type="float">
- </return>
- <argument index="0" name="with" type="Vector2">
- </argument>
- <description>
- Returns the cross product of this vector and [code]with[/code].
- </description>
- </method>
- <method name="cubic_interpolate">
- <return type="Vector2">
- </return>
- <argument index="0" name="b" type="Vector2">
- </argument>
- <argument index="1" name="pre_a" type="Vector2">
- </argument>
- <argument index="2" name="post_b" type="Vector2">
- </argument>
- <argument index="3" name="weight" type="float">
- </argument>
- <description>
- Cubically interpolates between this vector and [code]b[/code] using [code]pre_a[/code] and [code]post_b[/code] as handles, and returns the result at position [code]weight[/code]. [code]weight[/code] is on the range of 0.0 to 1.0, representing the amount of interpolation.
- </description>
- </method>
- <method name="direction_to">
- <return type="Vector2">
- </return>
- <argument index="0" name="b" type="Vector2">
- </argument>
- <description>
- Returns the normalized vector pointing from this vector to [code]b[/code]. This is equivalent to using [code](b - a).normalized()[/code].
- </description>
- </method>
- <method name="distance_squared_to">
- <return type="float">
- </return>
- <argument index="0" name="to" type="Vector2">
- </argument>
- <description>
- Returns the squared distance between this vector and [code]b[/code].
- This method runs faster than [method distance_to], so prefer it if you need to compare vectors or need the squared distance for some formula.
- </description>
- </method>
- <method name="distance_to">
- <return type="float">
- </return>
- <argument index="0" name="to" type="Vector2">
- </argument>
- <description>
- Returns the distance between this vector and [code]to[/code].
- </description>
- </method>
- <method name="dot">
- <return type="float">
- </return>
- <argument index="0" name="with" type="Vector2">
- </argument>
- <description>
- Returns the dot product of this vector and [code]with[/code]. This can be used to compare the angle between two vectors. For example, this can be used to determine whether an enemy is facing the player.
- The dot product will be [code]0[/code] for a straight angle (90 degrees), greater than 0 for angles narrower than 90 degrees and lower than 0 for angles wider than 90 degrees.
- When using unit (normalized) vectors, the result will always be between [code]-1.0[/code] (180 degree angle) when the vectors are facing opposite directions, and [code]1.0[/code] (0 degree angle) when the vectors are aligned.
- [b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code].
- </description>
- </method>
- <method name="floor">
- <return type="Vector2">
- </return>
- <description>
- Returns the vector with all components rounded down (towards negative infinity).
- </description>
- </method>
- <method name="is_equal_approx">
- <return type="bool">
- </return>
- <argument index="0" name="v" type="Vector2">
- </argument>
- <description>
- Returns [code]true[/code] if this vector and [code]v[/code] are approximately equal, by running [method @GDScript.is_equal_approx] on each component.
- </description>
- </method>
- <method name="is_normalized">
- <return type="bool">
- </return>
- <description>
- Returns [code]true[/code] if the vector is normalized, [code]false[/code] otherwise.
- </description>
- </method>
- <method name="length">
- <return type="float">
- </return>
- <description>
- Returns the length (magnitude) of this vector.
- </description>
- </method>
- <method name="length_squared">
- <return type="float">
- </return>
- <description>
- Returns the squared length (squared magnitude) of this vector.
- This method runs faster than [method length], so prefer it if you need to compare vectors or need the squared distance for some formula.
- </description>
- </method>
- <method name="linear_interpolate">
- <return type="Vector2">
- </return>
- <argument index="0" name="to" type="Vector2">
- </argument>
- <argument index="1" name="weight" type="float">
- </argument>
- <description>
- Returns the result of the linear interpolation between this vector and [code]to[/code] by amount [code]weight[/code]. [code]weight[/code] is on the range of 0.0 to 1.0, representing the amount of interpolation.
- </description>
- </method>
- <method name="move_toward">
- <return type="Vector2">
- </return>
- <argument index="0" name="to" type="Vector2">
- </argument>
- <argument index="1" name="delta" type="float">
- </argument>
- <description>
- Moves the vector toward [code]to[/code] by the fixed [code]delta[/code] amount.
- </description>
- </method>
- <method name="normalized">
- <return type="Vector2">
- </return>
- <description>
- Returns the vector scaled to unit length. Equivalent to [code]v / v.length()[/code].
- </description>
- </method>
- <method name="posmod">
- <return type="Vector2">
- </return>
- <argument index="0" name="mod" type="float">
- </argument>
- <description>
- Returns a vector composed of the [method @GDScript.fposmod] of this vector's components and [code]mod[/code].
- </description>
- </method>
- <method name="posmodv">
- <return type="Vector2">
- </return>
- <argument index="0" name="modv" type="Vector2">
- </argument>
- <description>
- Returns a vector composed of the [method @GDScript.fposmod] of this vector's components and [code]modv[/code]'s components.
- </description>
- </method>
- <method name="project">
- <return type="Vector2">
- </return>
- <argument index="0" name="b" type="Vector2">
- </argument>
- <description>
- Returns the vector projected onto the vector [code]b[/code].
- </description>
- </method>
- <method name="reflect">
- <return type="Vector2">
- </return>
- <argument index="0" name="n" type="Vector2">
- </argument>
- <description>
- Returns the vector reflected from a plane defined by the given normal.
- </description>
- </method>
- <method name="rotated">
- <return type="Vector2">
- </return>
- <argument index="0" name="phi" type="float">
- </argument>
- <description>
- Returns the vector rotated by [code]phi[/code] radians. See also [method @GDScript.deg2rad].
- </description>
- </method>
- <method name="round">
- <return type="Vector2">
- </return>
- <description>
- Returns the vector with all components rounded to the nearest integer, with halfway cases rounded away from zero.
- </description>
- </method>
- <method name="sign">
- <return type="Vector2">
- </return>
- <description>
- Returns the vector with each component set to one or negative one, depending on the signs of the components. If a component is zero, it returns positive one.
- </description>
- </method>
- <method name="slerp">
- <return type="Vector2">
- </return>
- <argument index="0" name="to" type="Vector2">
- </argument>
- <argument index="1" name="weight" type="float">
- </argument>
- <description>
- Returns the result of spherical linear interpolation between this vector and [code]to[/code], by amount [code]weight[/code]. [code]weight[/code] is on the range of 0.0 to 1.0, representing the amount of interpolation.
- [b]Note:[/b] Both vectors must be normalized.
- </description>
- </method>
- <method name="slide">
- <return type="Vector2">
- </return>
- <argument index="0" name="n" type="Vector2">
- </argument>
- <description>
- Returns this vector slid along a plane defined by the given normal.
- </description>
- </method>
- <method name="snapped">
- <return type="Vector2">
- </return>
- <argument index="0" name="by" type="Vector2">
- </argument>
- <description>
- Returns this vector with each component snapped to the nearest multiple of [code]step[/code]. This can also be used to round to an arbitrary number of decimals.
- </description>
- </method>
- <method name="tangent">
- <return type="Vector2">
- </return>
- <description>
- Returns a perpendicular vector rotated 90 degrees counter-clockwise compared to the original, with the same length.
- </description>
- </method>
- </methods>
- <members>
- <member name="x" type="float" setter="" getter="" default="0.0">
- The vector's X component. Also accessible by using the index position [code][0][/code].
- </member>
- <member name="y" type="float" setter="" getter="" default="0.0">
- The vector's Y component. Also accessible by using the index position [code][1][/code].
- </member>
- </members>
- <constants>
- <constant name="AXIS_X" value="0">
- Enumerated value for the X axis.
- </constant>
- <constant name="AXIS_Y" value="1">
- Enumerated value for the Y axis.
- </constant>
- <constant name="ZERO" value="Vector2( 0, 0 )">
- Zero vector, a vector with all components set to [code]0[/code].
- </constant>
- <constant name="ONE" value="Vector2( 1, 1 )">
- One vector, a vector with all components set to [code]1[/code].
- </constant>
- <constant name="INF" value="Vector2( inf, inf )">
- Infinity vector, a vector with all components set to [constant @GDScript.INF].
- </constant>
- <constant name="LEFT" value="Vector2( -1, 0 )">
- Left unit vector. Represents the direction of left.
- </constant>
- <constant name="RIGHT" value="Vector2( 1, 0 )">
- Right unit vector. Represents the direction of right.
- </constant>
- <constant name="UP" value="Vector2( 0, -1 )">
- Up unit vector. Y is down in 2D, so this vector points -Y.
- </constant>
- <constant name="DOWN" value="Vector2( 0, 1 )">
- Down unit vector. Y is down in 2D, so this vector points +Y.
- </constant>
- </constants>
- </class>
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