Vector2¶
Vector used for 2D math.
Description¶
2-element structure that can be used to represent positions in 2D space or any other pair of numeric values.
Note: In a boolean context, a Vector2 will evaluate to false
if it's equal to Vector2(0, 0)
. Otherwise, a Vector2 will always evaluate to true
.
Tutorials¶
Properties¶
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Methods¶
abs ( ) |
|
angle ( ) |
|
angle_to_point ( Vector2 to ) |
|
aspect ( ) |
|
ceil ( ) |
|
cubic_interpolate ( Vector2 b, Vector2 pre_a, Vector2 post_b, float weight ) |
|
direction_to ( Vector2 b ) |
|
distance_squared_to ( Vector2 to ) |
|
distance_to ( Vector2 to ) |
|
floor ( ) |
|
is_equal_approx ( Vector2 v ) |
|
is_normalized ( ) |
|
is_zero_approx ( ) |
|
length ( ) |
|
length_squared ( ) |
|
limit_length ( float length=1.0 ) |
|
linear_interpolate ( Vector2 to, float weight ) |
|
move_toward ( Vector2 to, float delta ) |
|
normalized ( ) |
|
round ( ) |
|
sign ( ) |
|
tangent ( ) |
Constants¶
AXIS_X = 0
Enumerated value for the X axis.
AXIS_Y = 1
Enumerated value for the Y axis.
ZERO = Vector2( 0, 0 )
Zero vector, a vector with all components set to 0
.
ONE = Vector2( 1, 1 )
One vector, a vector with all components set to 1
.
INF = Vector2( inf, inf )
Infinity vector, a vector with all components set to @GDScript.INF.
LEFT = Vector2( -1, 0 )
Left unit vector. Represents the direction of left.
RIGHT = Vector2( 1, 0 )
Right unit vector. Represents the direction of right.
UP = Vector2( 0, -1 )
Up unit vector. Y is down in 2D, so this vector points -Y.
DOWN = Vector2( 0, 1 )
Down unit vector. Y is down in 2D, so this vector points +Y.
Property Descriptions¶
float x = 0.0
The vector's X component. Also accessible by using the index position [0]
.
float y = 0.0
The vector's Y component. Also accessible by using the index position [1]
.
Method Descriptions¶
Vector2 Vector2 ( float x, float y )
Constructs a new Vector2 from the given x
and y
.
Vector2 abs ( )
Returns a new vector with all components in absolute values (i.e. positive).
float angle ( )
Returns this vector's angle with respect to the positive X axis, or (1, 0)
vector, in radians.
For example, Vector2.RIGHT.angle()
will return zero, Vector2.DOWN.angle()
will return PI / 2
(a quarter turn, or 90 degrees), and Vector2(1, -1).angle()
will return -PI / 4
(a negative eighth turn, or -45 degrees).
Illustration of the returned angle.
Equivalent to the result of @GDScript.atan2 when called with the vector's y and x as parameters: atan2(y, x)
.
Returns the angle to the given vector, in radians.
Illustration of the returned angle.
float angle_to_point ( Vector2 to )
Returns the angle between the line connecting the two points and the X axis, in radians.
Illustration of the returned angle.
float aspect ( )
Returns the aspect ratio of this vector, the ratio of x to y.
Returns the vector "bounced off" from a plane defined by the given normal.
Vector2 ceil ( )
Returns a new vector with all components rounded up (towards positive infinity).
Vector2 clamped ( float length )
Deprecated, please use limit_length instead.
Returns the vector with a maximum length by limiting its length to length
.
Returns the 2D analog of the cross product for this vector and with
.
This is the signed area of the parallelogram formed by the two vectors. If the second vector is clockwise from the first vector, then the cross product is the positive area. If counter-clockwise, the cross product is the negative area. If the two vectors are parallel this returns zero, making it useful for testing if two vectors are parallel.
Note: Cross product is not defined in 2D mathematically. This method embeds the 2D vectors in the XY plane of 3D space and uses their cross product's Z component as the analog.
Vector2 cubic_interpolate ( Vector2 b, Vector2 pre_a, Vector2 post_b, float weight )
Cubically interpolates between this vector and b
using pre_a
and post_b
as handles, and returns the result at position weight
. weight
is on the range of 0.0 to 1.0, representing the amount of interpolation.
Vector2 direction_to ( Vector2 b )
Returns the normalized vector pointing from this vector to b
. This is equivalent to using (b - a).normalized()
.
float distance_squared_to ( Vector2 to )
Returns the squared distance between this vector and b
.
This method runs faster than distance_to, so prefer it if you need to compare vectors or need the squared distance for some formula.
float distance_to ( Vector2 to )
Returns the distance between this vector and to
.
Returns the dot product of this vector and with
. 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 0
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 -1.0
(180 degree angle) when the vectors are facing opposite directions, and 1.0
(0 degree angle) when the vectors are aligned.
Note: a.dot(b)
is equivalent to b.dot(a)
.
Vector2 floor ( )
Returns a new vector with all components rounded down (towards negative infinity).
bool is_equal_approx ( Vector2 v )
Returns true
if this vector and v
are approximately equal, by running @GDScript.is_equal_approx on each component.
bool is_normalized ( )
Returns true
if the vector is normalized, false
otherwise.
bool is_zero_approx ( )
Returns true
if this vector's values are approximately zero, by running @GDScript.is_zero_approx on each component.
This method is faster than using is_equal_approx with one value as a zero vector.
float length ( )
Returns the length (magnitude) of this vector.
float length_squared ( )
Returns the squared length (squared magnitude) of this vector.
This method runs faster than length, so prefer it if you need to compare vectors or need the squared distance for some formula.
Vector2 limit_length ( float length=1.0 )
Returns the vector with a maximum length by limiting its length to length
.
Vector2 linear_interpolate ( Vector2 to, float weight )
Returns the result of the linear interpolation between this vector and to
by amount weight
. weight
is on the range of 0.0 to 1.0, representing the amount of interpolation.
Vector2 move_toward ( Vector2 to, float delta )
Returns a new vector moved toward to
by the fixed delta
amount. Will not go past the final value.
Vector2 normalized ( )
Returns the vector scaled to unit length. Equivalent to v / v.length()
.
Returns a vector composed of the @GDScript.fposmod of this vector's components and mod
.
Vector2 posmodv ( Vector2 modv )
Returns a vector composed of the @GDScript.fposmod of this vector's components and modv
's components.
Returns this vector projected onto the vector b
.
Returns the vector reflected (i.e. mirrored, or symmetric) over a line defined by the given direction vector n
.
Vector2 rotated ( float angle )
Returns the vector rotated by angle
(in radians). See also @GDScript.deg2rad.
Vector2 round ( )
Returns a new vector with all components rounded to the nearest integer, with halfway cases rounded away from zero.
Vector2 sign ( )
Returns a new 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.
Vector2 slerp ( Vector2 to, float weight )
Returns the result of spherical linear interpolation between this vector and to
, by amount weight
. weight
is on the range of 0.0 to 1.0, representing the amount of interpolation.
Note: Both vectors must be normalized.
Returns this vector slid along a plane defined by the given normal.
Vector2 snapped ( Vector2 by )
Returns this vector with each component snapped to the nearest multiple of step
. This can also be used to round to an arbitrary number of decimals.
Vector2 tangent ( )
Returns a perpendicular vector rotated 90 degrees counter-clockwise compared to the original, with the same length.