<?xml version="1.0" encoding="UTF-8" ?> <class name="Vector2" category="Built-In Types" version="3.1"> <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. </description> <tutorials> http://docs.godotengine.org/en/3.0/tutorials/math/index.html </tutorials> <demos> </demos> <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 x and y. </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 the result of atan2 when called with the Vector's x and y as parameters (Math::atan2(x,y)). Be aware that it therefore returns an angle oriented clockwise with regard to the (0, 1) unit vector, and not an angle oriented counter-clockwise with regard to the (1, 0) unit vector (which would be the typical trigonometric representation of the angle when calling Math::atan2(y,x)). </description> </method> <method name="angle_to"> <return type="float"> </return> <argument index="0" name="to" type="Vector2"> </argument> <description> Returns the angle in radians between the two vectors. </description> </method> <method name="angle_to_point"> <return type="float"> </return> <argument index="0" name="to" type="Vector2"> </argument> <description> Returns the angle in radians between the line connecting the two points and the x coordinate. </description> </method> <method name="aspect"> <return type="float"> </return> <description> Returns the ratio of X to Y. </description> </method> <method name="bounce"> <return type="Vector2"> </return> <argument index="0" name="n" type="Vector2"> </argument> <description> Bounce returns the vector "bounced off" from the given plane, specified by its normal vector. </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. </description> </method> <method name="cross"> <return type="float"> </return> <argument index="0" name="b" type="Vector2"> </argument> <description> Returns the 2-dimensional analog of the cross product with [code]b[/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="t" type="float"> </argument> <description> Cubicly interpolates between this Vector and "b", using "pre_a" and "post_b" as handles, and returning the result at position "t". "t" should be a float of 0.0-1.0, a percentage of how far along the interpolation is. </description> </method> <method name="distance_squared_to"> <return type="float"> </return> <argument index="0" name="to" type="Vector2"> </argument> <description> Returns the squared distance to vector "b". Prefer this function over "distance_to" if you need to sort 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 to vector "b". </description> </method> <method name="dot"> <return type="float"> </return> <argument index="0" name="with" type="Vector2"> </argument> <description> Returns the dot product with vector "b". </description> </method> <method name="floor"> <return type="Vector2"> </return> <description> Remove the fractional part of x and y. </description> </method> <method name="is_normalized"> <return type="bool"> </return> <description> Returns whether the vector is normalized or not. </description> </method> <method name="length"> <return type="float"> </return> <description> Returns the length of the vector. </description> </method> <method name="length_squared"> <return type="float"> </return> <description> Returns the squared length of the vector. Prefer this function over "length" if you need to sort vectors or need the squared length for some formula. </description> </method> <method name="linear_interpolate"> <return type="Vector2"> </return> <argument index="0" name="b" type="Vector2"> </argument> <argument index="1" name="t" type="float"> </argument> <description> Returns the result of the linear interpolation between this vector and "b", by amount "t". "t" should be a float of 0.0-1.0, a percentage of how far along the interpolation is. </description> </method> <method name="normalized"> <return type="Vector2"> </return> <description> Returns a normalized vector to unit length. </description> </method> <method name="reflect"> <return type="Vector2"> </return> <argument index="0" name="n" type="Vector2"> </argument> <description> Reflects the vector along the given plane, specified by its normal vector. </description> </method> <method name="rotated"> <return type="Vector2"> </return> <argument index="0" name="phi" type="float"> </argument> <description> Rotates the vector by "phi" radians. </description> </method> <method name="slide"> <return type="Vector2"> </return> <argument index="0" name="n" type="Vector2"> </argument> <description> Slide returns the component of the vector along the given plane, specified by its normal vector. </description> </method> <method name="snapped"> <return type="Vector2"> </return> <argument index="0" name="by" type="Vector2"> </argument> <description> Snaps the vector to a grid with the given size. </description> </method> <method name="tangent"> <return type="Vector2"> </return> <description> Returns a perpendicular vector. </description> </method> </methods> <members> <member name="x" type="float" setter="" getter=""> X component of the vector. </member> <member name="y" type="float" setter="" getter=""> Y component of the vector. </member> </members> <constants> </constants> </class>