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Diffstat (limited to 'doc/classes/Vector2.xml')
-rw-r--r-- | doc/classes/Vector2.xml | 496 |
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 <" 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 ==" 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 >=" 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> |