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-rw-r--r--doc/classes/Vector2.xml496
1 files changed, 285 insertions, 211 deletions
diff --git a/doc/classes/Vector2.xml b/doc/classes/Vector2.xml
index 64ebc1fa09..cb5662419e 100644
--- a/doc/classes/Vector2.xml
+++ b/doc/classes/Vector2.xml
@@ -5,317 +5,391 @@
</brief_description>
<description>
2-element structure that can be used to represent positions in 2D space or any other pair of numeric values.
- It uses floating point coordinates.
+ It uses floating-point coordinates. See [Vector2i] for its integer counterpart.
+ [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>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
+ <link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
+ <link title="Vector math">https://docs.godotengine.org/en/latest/tutorials/math/vector_math.html</link>
+ <link title="Advanced vector math">https://docs.godotengine.org/en/latest/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="from" type="Vector2i">
- </argument>
+ <method name="Vector2" qualifiers="constructor">
+ <return type="Vector2" />
+ <description>
+ Constructs a default-initialized [Vector2] with all components set to [code]0[/code].
+ </description>
+ </method>
+ <method name="Vector2" qualifiers="constructor">
+ <return type="Vector2" />
+ <argument index="0" name="from" type="Vector2" />
+ <description>
+ Constructs a [Vector2] as a copy of the given [Vector2].
+ </description>
+ </method>
+ <method name="Vector2" qualifiers="constructor">
+ <return type="Vector2" />
+ <argument index="0" name="from" type="Vector2i" />
<description>
Constructs a new [Vector2] from [Vector2i].
</description>
</method>
- <method name="Vector2">
- <return type="Vector2">
- </return>
- <argument index="0" name="x" type="float">
- </argument>
- <argument index="1" name="y" type="float">
- </argument>
+ <method name="Vector2" qualifiers="constructor">
+ <return type="Vector2" />
+ <argument index="0" name="x" type="float" />
+ <argument index="1" name="y" type="float" />
<description>
Constructs a new [Vector2] from the given [code]x[/code] and [code]y[/code].
</description>
</method>
- <method name="abs">
- <return type="Vector2">
- </return>
+ <method name="abs" qualifiers="const">
+ <return type="Vector2" />
<description>
Returns a new vector with all components in absolute values (i.e. positive).
</description>
</method>
- <method name="angle">
- <return type="float">
- </return>
+ <method name="angle" qualifiers="const">
+ <return type="float" />
<description>
- Returns the vector's angle in radians with respect to the X axis, or [code](1, 0)[/code] vector.
- Equivalent to the result of [method @GDScript.atan2] when called with the vector's [member x] and [member y] as parameters: [code]atan2(x, y)[/code].
+ 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 @GlobalScope.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>
+ <method name="angle_to" qualifiers="const">
+ <return type="float" />
+ <argument index="0" name="to" type="Vector2" />
<description>
- Returns the angle in radians between the two vectors.
+ 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>
+ <method name="angle_to_point" qualifiers="const">
+ <return type="float" />
+ <argument index="0" name="to" type="Vector2" />
<description>
- Returns the angle in radians between the line connecting the two points and the X coordinate.
+ 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>
+ <method name="aspect" qualifiers="const">
+ <return type="float" />
<description>
- Returns the ratio of [member x] to [member y].
+ 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>
+ <method name="bounce" qualifiers="const">
+ <return type="Vector2" />
+ <argument index="0" name="n" type="Vector2" />
<description>
Returns the vector "bounced off" from a plane defined by the given normal.
</description>
</method>
- <method name="ceil">
- <return type="Vector2">
- </return>
+ <method name="ceil" qualifiers="const">
+ <return type="Vector2" />
+ <description>
+ Returns the vector with all components rounded up (towards positive infinity).
+ </description>
+ </method>
+ <method name="clamp" qualifiers="const">
+ <return type="Vector2" />
+ <argument index="0" name="min" type="Vector2" />
+ <argument index="1" name="max" type="Vector2" />
<description>
- Returns the vector with all components rounded up.
+ Returns a new vector with all components clamped between the components of [code]min[/code] and [code]max[/code], by running [method @GlobalScope.clamp] on each component.
</description>
</method>
- <method name="clamped">
- <return type="Vector2">
- </return>
- <argument index="0" name="length" type="float">
- </argument>
+ <method name="cross" qualifiers="const">
+ <return type="float" />
+ <argument index="0" name="with" type="Vector2" />
<description>
- Returns the vector with a maximum length.
+ Returns the cross product of this vector and [code]with[/code].
</description>
</method>
- <method name="cross">
- <return type="float">
- </return>
- <argument index="0" name="with" type="Vector2">
- </argument>
+ <method name="cubic_interpolate" qualifiers="const">
+ <return type="Vector2" />
+ <argument index="0" name="b" type="Vector2" />
+ <argument index="1" name="pre_a" type="Vector2" />
+ <argument index="2" name="post_b" type="Vector2" />
+ <argument index="3" name="weight" type="float" />
<description>
- Returns the 2-dimensional analog of the cross product with the given vector.
+ 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="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="t" type="float">
- </argument>
+ <method name="direction_to" qualifiers="const">
+ <return type="Vector2" />
+ <argument index="0" name="b" type="Vector2" />
<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]t[/code]. [code]t[/code] is in the range of [code]0.0 - 1.0[/code], representing the amount of interpolation.
+ 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="direction_to">
- <return type="Vector2">
- </return>
- <argument index="0" name="b" type="Vector2">
- </argument>
+ <method name="distance_squared_to" qualifiers="const">
+ <return type="float" />
+ <argument index="0" name="to" type="Vector2" />
<description>
- Returns the normalized vector pointing from this vector to [code]b[/code].
+ 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_squared_to">
- <return type="float">
- </return>
- <argument index="0" name="to" type="Vector2">
- </argument>
+ <method name="distance_to" qualifiers="const">
+ <return type="float" />
+ <argument index="0" name="to" type="Vector2" />
<description>
- Returns the squared distance to vector [code]b[/code]. Prefer this function over [method distance_to] if you need to sort vectors or need the squared distance for some formula.
+ Returns the distance between this vector and [code]to[/code].
</description>
</method>
- <method name="distance_to">
- <return type="float">
- </return>
- <argument index="0" name="to" type="Vector2">
- </argument>
+ <method name="dot" qualifiers="const">
+ <return type="float" />
+ <argument index="0" name="with" type="Vector2" />
<description>
- Returns the distance to vector [code]b[/code].
+ 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="dot">
- <return type="float">
- </return>
- <argument index="0" name="with" type="Vector2">
- </argument>
+ <method name="floor" qualifiers="const">
+ <return type="Vector2" />
<description>
- Returns the dot product with vector [code]b[/code].
+ Returns the vector with all components rounded down (towards negative infinity).
</description>
</method>
- <method name="floor">
- <return type="Vector2">
- </return>
+ <method name="is_equal_approx" qualifiers="const">
+ <return type="bool" />
+ <argument index="0" name="to" type="Vector2" />
<description>
- Returns the vector with all components rounded down.
+ Returns [code]true[/code] if this vector and [code]v[/code] are approximately equal, by running [method @GlobalScope.is_equal_approx] on each component.
</description>
</method>
- <method name="is_equal_approx">
- <return type="bool">
- </return>
- <argument index="0" name="v" type="Vector2">
- </argument>
+ <method name="is_normalized" qualifiers="const">
+ <return type="bool" />
<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.
+ Returns [code]true[/code] if the vector is normalized, [code]false[/code] otherwise.
</description>
</method>
- <method name="is_normalized">
- <return type="bool">
- </return>
+ <method name="length" qualifiers="const">
+ <return type="float" />
<description>
- Returns [code]true[/code] if the vector is normalized.
+ Returns the length (magnitude) of this vector.
</description>
</method>
- <method name="length">
- <return type="float">
- </return>
+ <method name="length_squared" qualifiers="const">
+ <return type="float" />
<description>
- Returns the vector's length.
+ 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="length_squared">
- <return type="float">
- </return>
+ <method name="lerp" qualifiers="const">
+ <return type="Vector2" />
+ <argument index="0" name="to" type="Vector2" />
+ <argument index="1" name="weight" type="float" />
<description>
- Returns the vector's length squared. Prefer this method over [method length] if you need to sort vectors or need the squared length for some formula.
+ 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="lerp">
- <return type="Vector2">
- </return>
- <argument index="0" name="b" type="Vector2">
- </argument>
- <argument index="1" name="t" type="float">
- </argument>
+ <method name="limit_length" qualifiers="const">
+ <return type="Vector2" />
+ <argument index="0" name="length" type="float" default="1.0" />
<description>
- Returns the result of the linear interpolation between this vector and [code]b[/code] by amount [code]t[/code]. [code]t[/code] is in the range of [code]0.0 - 1.0[/code], representing the amount of interpolation.
+ Returns the vector with a maximum length by limiting its length to [code]length[/code].
</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>
+ <method name="move_toward" qualifiers="const">
+ <return type="Vector2" />
+ <argument index="0" name="to" type="Vector2" />
+ <argument index="1" name="delta" type="float" />
<description>
Moves the vector toward [code]to[/code] by the fixed [code]delta[/code] amount.
</description>
</method>
- <method name="normalized">
- <return type="Vector2">
- </return>
+ <method name="normalized" qualifiers="const">
+ <return type="Vector2" />
<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>
+ <method name="operator !=" qualifiers="operator">
+ <return type="bool" />
+ <argument index="0" name="right" type="Vector2" />
+ <description>
+ </description>
+ </method>
+ <method name="operator *" qualifiers="operator">
+ <return type="Vector2" />
+ <argument index="0" name="right" type="Vector2" />
+ <description>
+ </description>
+ </method>
+ <method name="operator *" qualifiers="operator">
+ <return type="Vector2" />
+ <argument index="0" name="right" type="Transform2D" />
+ <description>
+ </description>
+ </method>
+ <method name="operator *" qualifiers="operator">
+ <return type="Vector2" />
+ <argument index="0" name="right" type="float" />
<description>
- Returns a vector composed of the [code]fposmod[/code] 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>
+ <method name="operator *" qualifiers="operator">
+ <return type="Vector2" />
+ <argument index="0" name="right" type="int" />
<description>
- Returns a vector composed of the [code]fposmod[/code] 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>
+ <method name="operator +" qualifiers="operator">
+ <return type="Vector2" />
+ <argument index="0" name="right" type="Vector2" />
+ <description>
+ </description>
+ </method>
+ <method name="operator -" qualifiers="operator">
+ <return type="Vector2" />
+ <argument index="0" name="right" type="Vector2" />
+ <description>
+ </description>
+ </method>
+ <method name="operator /" qualifiers="operator">
+ <return type="Vector2" />
+ <argument index="0" name="right" type="Vector2" />
+ <description>
+ </description>
+ </method>
+ <method name="operator /" qualifiers="operator">
+ <return type="Vector2" />
+ <argument index="0" name="right" type="float" />
+ <description>
+ </description>
+ </method>
+ <method name="operator /" qualifiers="operator">
+ <return type="Vector2" />
+ <argument index="0" name="right" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="operator &lt;" qualifiers="operator">
+ <return type="bool" />
+ <argument index="0" name="right" type="Vector2" />
+ <description>
+ </description>
+ </method>
+ <method name="operator &lt;=" qualifiers="operator">
+ <return type="bool" />
+ <argument index="0" name="right" type="Vector2" />
+ <description>
+ </description>
+ </method>
+ <method name="operator ==" qualifiers="operator">
+ <return type="bool" />
+ <argument index="0" name="right" type="Vector2" />
+ <description>
+ </description>
+ </method>
+ <method name="operator &gt;" qualifiers="operator">
+ <return type="bool" />
+ <argument index="0" name="right" type="Vector2" />
+ <description>
+ </description>
+ </method>
+ <method name="operator &gt;=" qualifiers="operator">
+ <return type="bool" />
+ <argument index="0" name="right" type="Vector2" />
+ <description>
+ </description>
+ </method>
+ <method name="operator []" qualifiers="operator">
+ <return type="float" />
+ <argument index="0" name="index" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="operator unary+" qualifiers="operator">
+ <return type="Vector2" />
+ <description>
+ </description>
+ </method>
+ <method name="operator unary-" qualifiers="operator">
+ <return type="Vector2" />
+ <description>
+ </description>
+ </method>
+ <method name="orthogonal" qualifiers="const">
+ <return type="Vector2" />
+ <description>
+ Returns a perpendicular vector rotated 90 degrees counter-clockwise compared to the original, with the same length.
+ </description>
+ </method>
+ <method name="posmod" qualifiers="const">
+ <return type="Vector2" />
+ <argument index="0" name="mod" type="float" />
+ <description>
+ Returns a vector composed of the [method @GlobalScope.fposmod] of this vector's components and [code]mod[/code].
+ </description>
+ </method>
+ <method name="posmodv" qualifiers="const">
+ <return type="Vector2" />
+ <argument index="0" name="modv" type="Vector2" />
+ <description>
+ Returns a vector composed of the [method @GlobalScope.fposmod] of this vector's components and [code]modv[/code]'s components.
+ </description>
+ </method>
+ <method name="project" qualifiers="const">
+ <return type="Vector2" />
+ <argument index="0" name="b" type="Vector2" />
<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>
+ <method name="reflect" qualifiers="const">
+ <return type="Vector2" />
+ <argument index="0" name="n" type="Vector2" />
<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>
+ <method name="rotated" qualifiers="const">
+ <return type="Vector2" />
+ <argument index="0" name="phi" type="float" />
<description>
- Returns the vector rotated by [code]phi[/code] radians. See also [method @GDScript.deg2rad].
+ Returns the vector rotated by [code]phi[/code] radians. See also [method @GlobalScope.deg2rad].
</description>
</method>
- <method name="round">
- <return type="Vector2">
- </return>
+ <method name="round" qualifiers="const">
+ <return type="Vector2" />
<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>
+ <method name="sign" qualifiers="const">
+ <return type="Vector2" />
<description>
- Returns the vector with each component set to one or negative one, depending on the signs of the components.
+ Returns the vector with each component set to one or negative one, depending on the signs of the components, or zero if the component is zero, by calling [method @GlobalScope.sign] on each component.
</description>
</method>
- <method name="slerp">
- <return type="Vector2">
- </return>
- <argument index="0" name="b" type="Vector2">
- </argument>
- <argument index="1" name="t" type="float">
- </argument>
+ <method name="slerp" qualifiers="const">
+ <return type="Vector2" />
+ <argument index="0" name="to" type="Vector2" />
+ <argument index="1" name="weight" type="float" />
<description>
- Returns the result of spherical linear interpolation between this vector and [code]b[/code], by amount [code]t[/code]. [code]t[/code] is in the range of [code]0.0 - 1.0[/code], representing the amount of interpolation.
+ 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 the component of the vector 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>
+ <method name="slide" qualifiers="const">
+ <return type="Vector2" />
+ <argument index="0" name="n" type="Vector2" />
<description>
- Returns the vector snapped to a grid with the given size.
+ Returns this vector slid along a plane defined by the given normal.
</description>
</method>
- <method name="tangent">
- <return type="Vector2">
- </return>
+ <method name="snapped" qualifiers="const">
+ <return type="Vector2" />
+ <argument index="0" name="step" type="Vector2" />
<description>
- Returns a perpendicular vector.
+ 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>
</methods>
@@ -334,26 +408,26 @@
<constant name="AXIS_Y" value="1">
Enumerated value for the Y axis.
</constant>
- <constant name="ZERO" value="Vector2( 0, 0 )">
- Zero vector.
+ <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.
+ <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.
+ <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.
+ <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.
+ <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.
+ <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.
+ <constant name="DOWN" value="Vector2(0, 1)">
+ Down unit vector. Y is down in 2D, so this vector points +Y.
</constant>
</constants>
</class>