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-rw-r--r--doc/classes/Vector2.xml428
1 files changed, 173 insertions, 255 deletions
diff --git a/doc/classes/Vector2.xml b/doc/classes/Vector2.xml
index 4159a38d96..ab4d0e181a 100644
--- a/doc/classes/Vector2.xml
+++ b/doc/classes/Vector2.xml
@@ -18,164 +18,130 @@
</tutorials>
<methods>
<method name="Vector2" qualifiers="constructor">
- <return type="Vector2">
- </return>
+ <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">
- </return>
- <argument index="0" name="from" type="Vector2">
- </argument>
+ <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">
- </return>
- <argument index="0" name="from" type="Vector2i">
- </argument>
+ <return type="Vector2" />
+ <argument index="0" name="from" type="Vector2i" />
<description>
Constructs a new [Vector2] from [Vector2i].
</description>
</method>
<method name="Vector2" qualifiers="constructor">
- <return type="Vector2">
- </return>
- <argument index="0" name="x" type="float">
- </argument>
- <argument index="1" name="y" type="float">
- </argument>
+ <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 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 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 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 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="clamped">
- <return type="Vector2">
- </return>
- <argument index="0" name="length" type="float">
- </argument>
+ <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 a maximum length by limiting its length to [code]length[/code].
+ 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="cross">
- <return type="float">
- </return>
- <argument index="0" name="with" type="Vector2">
- </argument>
+ <method name="cross" qualifiers="const">
+ <return type="float" />
+ <argument index="0" name="with" type="Vector2" />
<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>
+ <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>
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>
+ <method name="direction_to" qualifiers="const">
+ <return type="Vector2" />
+ <argument index="0" name="b" type="Vector2" />
<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>
+ <method name="distance_squared_to" qualifiers="const">
+ <return type="float" />
+ <argument index="0" name="to" type="Vector2" />
<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>
+ <method name="distance_to" qualifiers="const">
+ <return type="float" />
+ <argument index="0" name="to" type="Vector2" />
<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>
+ <method name="dot" qualifiers="const">
+ <return type="float" />
+ <argument index="0" name="with" type="Vector2" />
<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.
@@ -183,305 +149,257 @@
[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>
+ <method name="floor" qualifiers="const">
+ <return type="Vector2" />
<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="to" type="Vector2">
- </argument>
+ <method name="from_angle" qualifiers="static">
+ <return type="Vector2" />
+ <argument index="0" name="angle" type="float" />
+ <description>
+ Creates a unit [Vector2] rotated to the given [code]angle[/code] in radians. This is equivalent to doing [code]Vector2(cos(angle), sin(angle))[/code] or [code]Vector2.RIGHT.rotated(angle)[/code].
+ [codeblock]
+ print(Vector2.from_angle(0)) # Prints (1, 0).
+ print(Vector2(1, 0).angle()) # Prints 0, which is the angle used above.
+ print(Vector2.from_angle(PI / 2)) # Prints (0, 1).
+ [/codeblock]
+ </description>
+ </method>
+ <method name="is_equal_approx" qualifiers="const">
+ <return type="bool" />
+ <argument index="0" name="to" type="Vector2" />
<description>
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_normalized">
- <return type="bool">
- </return>
+ <method name="is_normalized" qualifiers="const">
+ <return type="bool" />
<description>
Returns [code]true[/code] if the vector is normalized, [code]false[/code] otherwise.
</description>
</method>
- <method name="length">
- <return type="float">
- </return>
+ <method name="length" qualifiers="const">
+ <return type="float" />
<description>
Returns the length (magnitude) of this vector.
</description>
</method>
- <method name="length_squared">
- <return type="float">
- </return>
+ <method name="length_squared" qualifiers="const">
+ <return type="float" />
<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="lerp">
- <return type="Vector2">
- </return>
- <argument index="0" name="to" type="Vector2">
- </argument>
- <argument index="1" name="weight" type="float">
- </argument>
+ <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 result of the linear interpolation between this vector and [code]b[/code] by amount [code]t[/code]. [code]t[/code] is on the range of 0.0 to 1.0, representing the amount of interpolation.
+ 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>
+ <method name="limit_length" qualifiers="const">
+ <return type="Vector2" />
+ <argument index="0" name="length" type="float" default="1.0" />
+ <description>
+ Returns the vector with a maximum length by limiting its length to [code]length[/code].
+ </description>
+ </method>
+ <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="operator !=" qualifiers="operator">
- <return type="bool">
- </return>
- <argument index="0" name="right" type="Vector2">
- </argument>
+ <return type="bool" />
+ <argument index="0" name="right" type="Vector2" />
<description>
</description>
</method>
<method name="operator *" qualifiers="operator">
- <return type="Vector2">
- </return>
- <argument index="0" name="right" type="Vector2">
- </argument>
+ <return type="Vector2" />
+ <argument index="0" name="right" type="Vector2" />
<description>
</description>
</method>
<method name="operator *" qualifiers="operator">
- <return type="Vector2">
- </return>
- <argument index="0" name="right" type="Transform2D">
- </argument>
+ <return type="Vector2" />
+ <argument index="0" name="right" type="Transform2D" />
<description>
</description>
</method>
<method name="operator *" qualifiers="operator">
- <return type="Vector2">
- </return>
- <argument index="0" name="right" type="float">
- </argument>
+ <return type="Vector2" />
+ <argument index="0" name="right" type="float" />
<description>
</description>
</method>
<method name="operator *" qualifiers="operator">
- <return type="Vector2">
- </return>
- <argument index="0" name="right" type="int">
- </argument>
- <description>
- </description>
- </method>
- <method name="operator +" qualifiers="operator">
- <return type="Vector2">
- </return>
+ <return type="Vector2" />
+ <argument index="0" name="right" type="int" />
<description>
</description>
</method>
<method name="operator +" qualifiers="operator">
- <return type="Vector2">
- </return>
- <argument index="0" name="right" type="Vector2">
- </argument>
- <description>
- </description>
- </method>
- <method name="operator -" qualifiers="operator">
- <return type="Vector2">
- </return>
+ <return type="Vector2" />
+ <argument index="0" name="right" type="Vector2" />
<description>
</description>
</method>
<method name="operator -" qualifiers="operator">
- <return type="Vector2">
- </return>
- <argument index="0" name="right" type="Vector2">
- </argument>
+ <return type="Vector2" />
+ <argument index="0" name="right" type="Vector2" />
<description>
</description>
</method>
<method name="operator /" qualifiers="operator">
- <return type="Vector2">
- </return>
- <argument index="0" name="right" type="Vector2">
- </argument>
+ <return type="Vector2" />
+ <argument index="0" name="right" type="Vector2" />
<description>
</description>
</method>
<method name="operator /" qualifiers="operator">
- <return type="Vector2">
- </return>
- <argument index="0" name="right" type="float">
- </argument>
+ <return type="Vector2" />
+ <argument index="0" name="right" type="float" />
<description>
</description>
</method>
<method name="operator /" qualifiers="operator">
- <return type="Vector2">
- </return>
- <argument index="0" name="right" type="int">
- </argument>
+ <return type="Vector2" />
+ <argument index="0" name="right" type="int" />
<description>
</description>
</method>
<method name="operator &lt;" qualifiers="operator">
- <return type="bool">
- </return>
- <argument index="0" name="right" type="Vector2">
- </argument>
+ <return type="bool" />
+ <argument index="0" name="right" type="Vector2" />
<description>
</description>
</method>
<method name="operator &lt;=" qualifiers="operator">
- <return type="bool">
- </return>
- <argument index="0" name="right" type="Vector2">
- </argument>
+ <return type="bool" />
+ <argument index="0" name="right" type="Vector2" />
<description>
</description>
</method>
<method name="operator ==" qualifiers="operator">
- <return type="bool">
- </return>
- <argument index="0" name="right" type="Vector2">
- </argument>
+ <return type="bool" />
+ <argument index="0" name="right" type="Vector2" />
<description>
</description>
</method>
<method name="operator &gt;" qualifiers="operator">
- <return type="bool">
- </return>
- <argument index="0" name="right" type="Vector2">
- </argument>
+ <return type="bool" />
+ <argument index="0" name="right" type="Vector2" />
<description>
</description>
</method>
<method name="operator &gt;=" qualifiers="operator">
- <return type="bool">
- </return>
- <argument index="0" name="right" type="Vector2">
- </argument>
+ <return type="bool" />
+ <argument index="0" name="right" type="Vector2" />
<description>
</description>
</method>
<method name="operator []" qualifiers="operator">
- <return type="float">
- </return>
- <argument index="0" name="index" type="int">
- </argument>
+ <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">
- <return type="Vector2">
- </return>
+ <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">
- <return type="Vector2">
- </return>
- <argument index="0" name="mod" type="float">
- </argument>
+ <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">
- <return type="Vector2">
- </return>
- <argument index="0" name="modv" type="Vector2">
- </argument>
+ <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">
- <return type="Vector2">
- </return>
- <argument index="0" name="b" type="Vector2">
- </argument>
+ <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 @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, 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="to" type="Vector2">
- </argument>
- <argument index="1" name="weight" 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 on the range of 0.0 to 1.0, 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>
+ <method name="slide" qualifiers="const">
+ <return type="Vector2" />
+ <argument index="0" name="n" type="Vector2" />
<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="step" type="Vector2">
- </argument>
+ <method name="snapped" qualifiers="const">
+ <return type="Vector2" />
+ <argument index="0" name="step" type="Vector2" />
<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>
@@ -502,25 +420,25 @@
<constant name="AXIS_Y" value="1">
Enumerated value for the Y axis.
</constant>
- <constant name="ZERO" value="Vector2( 0, 0 )">
+ <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 )">
+ <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 )">
+ <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 )">
+ <constant name="LEFT" value="Vector2(-1, 0)">
Left unit vector. Represents the direction of left.
</constant>
- <constant name="RIGHT" value="Vector2( 1, 0 )">
+ <constant name="RIGHT" value="Vector2(1, 0)">
Right unit vector. Represents the direction of right.
</constant>
- <constant name="UP" value="Vector2( 0, -1 )">
+ <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 )">
+ <constant name="DOWN" value="Vector2(0, 1)">
Down unit vector. Y is down in 2D, so this vector points +Y.
</constant>
</constants>