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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "Vector2" category= "Built-In Types" version= "3.1" >
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<brief_description >
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Vector used for 2D math.
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</brief_description>
<description >
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2-element structure that can be used to represent positions in 2d space or any other pair of numeric values.
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</description>
<tutorials >
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<link > http://docs.godotengine.org/en/3.0/tutorials/math/index.html</link>
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</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 >
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Returns the vector's angle in radians with respect to the x-axis, or [code](1, 0)[/code] vector.
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Equivalent to the result of atan2 when called with the vector's x and y as parameters: [code]atan2(x, y)[/code].
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</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 >
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Returns the ratio of x to y.
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</description>
</method>
<method name= "bounce" >
<return type= "Vector2" >
</return>
<argument index= "0" name= "n" type= "Vector2" >
</argument>
<description >
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Returns the vector "bounced off" from a plane defined by the given normal.
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</description>
</method>
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<method name= "ceil" >
<return type= "Vector2" >
</return>
<description >
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Returns the vector with all components rounded up.
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</description>
</method>
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<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>
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<method name= "cross" >
<return type= "float" >
</return>
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<argument index= "0" name= "with" type= "Vector2" >
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</argument>
<description >
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Returns the 2 dimensional analog of the cross product with the given vector.
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</description>
</method>
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<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 >
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Cubicly 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], or a percentage of how far along the interpolation is.
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</description>
</method>
<method name= "distance_squared_to" >
<return type= "float" >
</return>
<argument index= "0" name= "to" type= "Vector2" >
</argument>
<description >
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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.
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</description>
</method>
<method name= "distance_to" >
<return type= "float" >
</return>
<argument index= "0" name= "to" type= "Vector2" >
</argument>
<description >
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Returns the distance to vector [code]b[/code].
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</description>
</method>
<method name= "dot" >
<return type= "float" >
</return>
<argument index= "0" name= "with" type= "Vector2" >
</argument>
<description >
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Returns the dot product with vector [code]b[/code].
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</description>
</method>
<method name= "floor" >
<return type= "Vector2" >
</return>
<description >
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Returns the vector with all components rounded down.
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</description>
</method>
<method name= "is_normalized" >
<return type= "bool" >
</return>
<description >
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Returns [code]true[/code] if the vector is normalized.
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</description>
</method>
<method name= "length" >
<return type= "float" >
</return>
<description >
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Returns the vector's length.
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</description>
</method>
<method name= "length_squared" >
<return type= "float" >
</return>
<description >
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Returns the vector's length squared. Prefer this function over [member length] if you need to sort vectors or need the squared length for some formula.
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</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 >
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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], a percentage of how far along the interpolation is.
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</description>
</method>
<method name= "normalized" >
<return type= "Vector2" >
</return>
<description >
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Returns the vector scaled to unit length. Equivalent to [code]v / v.length()[/code].
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</description>
</method>
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<method name= "project" >
<return type= "Vector2" >
</return>
<argument index= "0" name= "b" type= "Vector2" >
</argument>
<description >
Returns the vector projected onto the vector [code]b[/code].
</description>
</method>
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<method name= "reflect" >
<return type= "Vector2" >
</return>
<argument index= "0" name= "n" type= "Vector2" >
</argument>
<description >
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Returns the vector reflected from a plane defined by the given normal.
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</description>
</method>
<method name= "rotated" >
<return type= "Vector2" >
</return>
<argument index= "0" name= "phi" type= "float" >
</argument>
<description >
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Returns the vector rotated by [code]phi[/code] radians.
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</description>
</method>
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<method name= "round" >
<return type= "Vector2" >
</return>
<description >
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Returns the vector with all components rounded to the nearest integer, with halfway cases rounded away from zero.
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</description>
</method>
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<method name= "slerp" >
<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 SLERP 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.
Both vectors need to be normalized.
</description>
</method>
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<method name= "slide" >
<return type= "Vector2" >
</return>
<argument index= "0" name= "n" type= "Vector2" >
</argument>
<description >
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Returns the component of the vector along a plane defined by the given normal.
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</description>
</method>
<method name= "snapped" >
<return type= "Vector2" >
</return>
<argument index= "0" name= "by" type= "Vector2" >
</argument>
<description >
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Returns the vector snapped to a grid with the given size.
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</description>
</method>
<method name= "tangent" >
<return type= "Vector2" >
</return>
<description >
Returns a perpendicular vector.
</description>
</method>
</methods>
<members >
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<member name= "x" type= "float" setter= "" getter= "" >
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The vector's x component.
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</member>
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<member name= "y" type= "float" setter= "" getter= "" >
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The vector's y component.
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</member>
</members>
<constants >
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<constant name= "ZERO" value= "Vector2( 0, 0 )" >
</constant>
<constant name= "INF" value= "Vector2( inf, inf )" >
</constant>
<constant name= "LEFT" value= "Vector2( -1, 0 )" >
</constant>
<constant name= "RIGHT" value= "Vector2( 1, 0 )" >
</constant>
<constant name= "UP" value= "Vector2( 0, -1 )" >
</constant>
<constant name= "DOWN" value= "Vector2( 0, 1 )" >
</constant>
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</constants>
</class>