[DOCS] Vector2/Vector3/TileMap wording fixes
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3 changed files with 69 additions and 64 deletions
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@ -16,14 +16,14 @@
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<return type="void">
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</return>
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<description>
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Clear all cells.
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Clears all cells.
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</description>
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</method>
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<method name="fix_invalid_tiles">
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<return type="void">
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</return>
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<description>
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Clear cells that does not exist in the tileset.
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Clears cells that do not exist in the tileset.
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</description>
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</method>
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<method name="get_cell" qualifiers="const">
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@ -34,7 +34,7 @@
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<argument index="1" name="y" type="int">
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</argument>
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<description>
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Return the tile index of the referenced cell.
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Returns the tile index of the given cell.
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</description>
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</method>
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<method name="get_cellv" qualifiers="const">
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@ -43,7 +43,7 @@
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<argument index="0" name="position" type="Vector2">
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</argument>
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<description>
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Return the tile index of the cell referenced by a Vector2.
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Returns the tile index of the cell given by a Vector2.
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</description>
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</method>
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<method name="get_collision_layer_bit" qualifiers="const">
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@ -52,6 +52,7 @@
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<argument index="0" name="bit" type="int">
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</argument>
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<description>
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Returns [code]true[/code] if the given collision layer bit is set.
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</description>
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</method>
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<method name="get_collision_mask_bit" qualifiers="const">
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@ -60,13 +61,14 @@
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<argument index="0" name="bit" type="int">
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</argument>
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<description>
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Returns [code]true[/code] if the given collision mask bit is set.
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</description>
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</method>
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<method name="get_used_cells" qualifiers="const">
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<return type="Array">
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</return>
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<description>
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Return an array of all cells containing a tile from the tileset (i.e. a tile index different from -1).
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Returns an array of all cells containing a tile from the tileset (i.e. a tile index different from [code]-1[/code]).
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</description>
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</method>
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<method name="get_used_cells_by_id" qualifiers="const">
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@ -75,12 +77,14 @@
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<argument index="0" name="id" type="int">
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</argument>
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<description>
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Returns an array of all cells with the given tile id.
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</description>
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</method>
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<method name="get_used_rect">
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<return type="Rect2">
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</return>
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<description>
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Returns a rectangle enclosing the used (non-empty) tiles of the map.
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</description>
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</method>
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<method name="is_cell_transposed" qualifiers="const">
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@ -91,7 +95,7 @@
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<argument index="1" name="y" type="int">
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</argument>
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<description>
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Return whether the referenced cell is transposed, i.e. the X and Y axes are swapped (mirroring with regard to the (1,1) vector).
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Returns [code]true[/code] if the given cell is transposed, i.e. the x and y axes are swapped.
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</description>
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</method>
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<method name="is_cell_x_flipped" qualifiers="const">
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@ -102,7 +106,7 @@
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<argument index="1" name="y" type="int">
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</argument>
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<description>
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Return whether the referenced cell is flipped over the X axis.
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Returns [code]true[/code] if the given cell is flipped in the x axis.
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</description>
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</method>
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<method name="is_cell_y_flipped" qualifiers="const">
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@ -113,7 +117,7 @@
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<argument index="1" name="y" type="int">
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</argument>
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<description>
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Return whether the referenced cell is flipped over the Y axis.
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Returns [code]true[/code] if the given cell is flipped in the y axis.
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</description>
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</method>
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<method name="map_to_world" qualifiers="const">
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@ -124,8 +128,8 @@
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<argument index="1" name="ignore_half_ofs" type="bool" default="false">
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</argument>
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<description>
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Return the absolute world position corresponding to the tilemap (grid-based) coordinates given as an argument.
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Optionally, the tilemap's potential half offset can be ignored.
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Returns the global position corresponding to the given tilemap (grid-based) coordinates.
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Optionally, the tilemap's half offset can be ignored.
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</description>
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</method>
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<method name="set_cell">
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@ -146,9 +150,9 @@
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<argument index="6" name="autotile_coord" type="Vector2" default="Vector2( 0, 0 )">
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</argument>
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<description>
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Set the tile index for the cell referenced by its grid-based X and Y coordinates.
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A tile index of -1 clears the cell.
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Optionally, the tile can also be flipped over the X and Y coordinates, transposed, or be given autotile coordinates.
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Sets the tile index for the cell given by a Vector2.
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An index of [code]-1[/code] clears the cell.
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Optionally, the tile can also be flipped, transposed, or given autotile coordinates.
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</description>
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</method>
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<method name="set_cellv">
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@ -165,9 +169,9 @@
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<argument index="4" name="transpose" type="bool" default="false">
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</argument>
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<description>
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Set the tile index for the cell referenced by a Vector2 of grid-based coordinates.
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A tile index of -1 clears the cell.
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Optionally, the tile can also be flipped over the X and Y axes or transposed.
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Sets the tile index for the given cell.
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An index of [code]-1[/code] clears the cell.
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Optionally, the tile can also be flipped or transposed.
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</description>
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</method>
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<method name="set_collision_layer_bit">
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@ -178,7 +182,7 @@
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<argument index="1" name="value" type="bool">
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</argument>
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<description>
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Set any collision layer to be [code]true[/code] or [code]false[/code].
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Sets the given collision layer bit.
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</description>
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</method>
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<method name="set_collision_mask_bit">
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@ -189,6 +193,7 @@
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<argument index="1" name="value" type="bool">
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</argument>
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<description>
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Sets the given collision mask bit.
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</description>
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</method>
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<method name="update_bitmask_area">
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@ -197,7 +202,7 @@
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<argument index="0" name="position" type="Vector2">
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</argument>
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<description>
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Applies autotiling rules to the cell (and its adjacent cells) referenced by its grid-based X and Y coordinates.
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Applies autotiling rules to the cell (and its adjacent cells) referenced by its grid-based x and y coordinates.
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</description>
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</method>
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<method name="update_bitmask_region">
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@ -208,8 +213,8 @@
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<argument index="1" name="end" type="Vector2" default="Vector2( 0, 0 )">
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</argument>
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<description>
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Applies autotiling rules to the cells in the given region (specified by grid-based X and Y coordinates).
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Calling with invalid (or missing) parameters applies autotiling rules for the entire TileMap.
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Applies autotiling rules to the cells in the given region (specified by grid-based x and y coordinates).
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Calling with invalid (or missing) parameters applies autotiling rules for the entire tilemap.
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</description>
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</method>
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<method name="world_to_map" qualifiers="const">
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@ -218,7 +223,7 @@
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<argument index="0" name="world_position" type="Vector2">
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</argument>
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<description>
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Return the tilemap (grid-based) coordinates corresponding to the absolute world position given as an argument.
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Returns the tilemap (grid-based) coordinatescorresponding to the given global position.
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</description>
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</method>
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</methods>
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@ -1,10 +1,10 @@
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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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Vector used for 2D math.
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</brief_description>
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<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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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>
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<tutorials>
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http://docs.godotengine.org/en/3.0/tutorials/math/index.html
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<return type="float">
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</return>
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<description>
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Returns the result of atan2 when called with the Vector's x and y as parameters (Math::atan2(x,y)).
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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)).
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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>
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</method>
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<method name="angle_to">
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<return type="float">
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</return>
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<description>
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Returns the ratio of X to Y.
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Returns the ratio of x to y.
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</description>
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</method>
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<method name="bounce">
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<argument index="0" name="n" type="Vector2">
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</argument>
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<description>
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Bounce returns the vector "bounced off" from the given plane, specified by its normal vector.
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Returns the vector "bounced off" from a plane defined by the given normal.
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</description>
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</method>
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<method name="ceil">
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<argument index="0" name="with" type="Vector2">
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</argument>
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<description>
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Returns the 2-dimensional analog of the cross product with the given Vector2.
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Returns the 2 dimensional analog of the cross product with the given vector.
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</description>
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</method>
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<method name="cubic_interpolate">
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<argument index="3" name="t" type="float">
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</argument>
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<description>
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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.
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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>
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</method>
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<method name="distance_squared_to">
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<argument index="0" name="to" type="Vector2">
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</argument>
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<description>
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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.
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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>
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</method>
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<method name="distance_to">
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<argument index="0" name="to" type="Vector2">
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</argument>
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<description>
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Returns the distance to vector "b".
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Returns the distance to vector [code]b[/code].
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</description>
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</method>
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<method name="dot">
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<argument index="0" name="with" type="Vector2">
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</argument>
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<description>
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Returns the dot product with vector "b".
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Returns the dot product with vector [code]b[/code].
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</description>
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</method>
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<method name="floor">
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<return type="bool">
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</return>
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<description>
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Returns whether the vector is normalized or not.
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Returns [code]true[/code] if the vector is normalized.
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</description>
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</method>
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<method name="length">
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<return type="float">
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</return>
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<description>
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Returns the length of the vector.
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Returns the vector's length.
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</description>
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</method>
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<method name="length_squared">
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<return type="float">
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</return>
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<description>
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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.
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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>
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</method>
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<method name="linear_interpolate">
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<argument index="1" name="t" type="float">
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</argument>
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<description>
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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.
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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>
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</method>
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<method name="normalized">
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<return type="Vector2">
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</return>
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<description>
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Returns a normalized vector to unit length.
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Returns the vector scaled to unit length. Equivalent to [code]v / v.length()[/code].
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</description>
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</method>
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<method name="reflect">
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<argument index="0" name="n" type="Vector2">
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</argument>
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<description>
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Reflects the vector along the given plane, specified by its normal vector.
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Returns the vector reflected from a plane defined by the given normal.
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</description>
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</method>
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<method name="rotated">
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<argument index="0" name="phi" type="float">
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</argument>
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<description>
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Rotates the vector by "phi" radians.
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Returns the vector rotated by [code]phi[/code] radians.
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</description>
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</method>
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<method name="round">
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<argument index="0" name="n" type="Vector2">
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</argument>
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<description>
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Slide returns the component of the vector along the given plane, specified by its normal vector.
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Returns the component of the vector along a plane defined by the given normal.
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</description>
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</method>
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<method name="snapped">
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<argument index="0" name="by" type="Vector2">
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</argument>
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<description>
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Snaps the vector to a grid with the given size.
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Returns the vector snapped to a grid with the given size.
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</description>
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</method>
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<method name="tangent">
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</methods>
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<members>
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<member name="x" type="float" setter="" getter="">
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X component of the vector.
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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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Y component of the vector.
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The vector's y component.
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</member>
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</members>
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<constants>
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<argument index="0" name="to" type="Vector3">
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</argument>
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<description>
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Returns the vector's minimum angle to the vector [code]to[/code].
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Returns the minimum angle to the given vector.
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</description>
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</method>
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<method name="bounce">
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<argument index="0" name="n" type="Vector3">
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</argument>
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<description>
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Bounce returns the vector "bounced off" from the given plane, specified by its normal vector.
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Returns the vector "bounced off" from a plane defined by the given normal.
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</description>
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</method>
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<method name="ceil">
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<argument index="0" name="b" type="Vector3">
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</argument>
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<description>
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Returns the squared distance to [code]b[/code]. Prefer this function over distance_to if you need to sort vectors or need the squared distance for some formula.
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Returns the squared distance to [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>
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</method>
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<method name="distance_to">
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<argument index="0" name="b" type="Vector3">
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</argument>
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<description>
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Returns the distance to b.
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Returns the distance to [code]b[/code].
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</description>
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</method>
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<method name="dot">
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<argument index="0" name="b" type="Vector3">
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</argument>
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<description>
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Returns the dot product with b.
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Returns the dot product with [code]b[/code].
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</description>
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</method>
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<method name="floor">
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<return type="Vector3">
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</return>
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<description>
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Returns the inverse of the vector. This is the same as Vector3( 1.0 / v.x, 1.0 / v.y, 1.0 / v.z )
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Returns the inverse of the vector. This is the same as [code]Vector3( 1.0 / v.x, 1.0 / v.y, 1.0 / v.z )[/code].
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</description>
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</method>
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<method name="is_normalized">
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<return type="bool">
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</return>
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<description>
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Returns whether the vector is normalized or not.
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Returns [code]true[/code] if the vector is normalized.
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</description>
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</method>
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<method name="length">
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<return type="float">
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</return>
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<description>
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Returns the length of the vector.
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Returns the vector's length.
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</description>
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</method>
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<method name="length_squared">
|
||||
<return type="float">
|
||||
</return>
|
||||
<description>
|
||||
Returns the length of the vector, squared. Prefer this function over "length" if you need to sort vectors or need the squared length for some formula.
|
||||
Returns the vector's length squared. Prefer this function over [method length] if you need to sort vectors or need the squared length for some formula.
|
||||
</description>
|
||||
</method>
|
||||
<method name="linear_interpolate">
|
||||
|
@ -151,28 +151,28 @@
|
|||
<argument index="1" name="t" type="float">
|
||||
</argument>
|
||||
<description>
|
||||
Linearly interpolates the vector to a given one (b), by the given amount (t). (t) should be a float of 0.0-1.0, a percentage of how far along the interpolation is.
|
||||
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.
|
||||
</description>
|
||||
</method>
|
||||
<method name="max_axis">
|
||||
<return type="int">
|
||||
</return>
|
||||
<description>
|
||||
Returns AXIS_X, AXIS_Y or AXIS_Z depending on which axis is the largest.
|
||||
Returns the axis of the vector's largest value. See [code]AXIS_*[/code] constants.
|
||||
</description>
|
||||
</method>
|
||||
<method name="min_axis">
|
||||
<return type="int">
|
||||
</return>
|
||||
<description>
|
||||
Returns AXIS_X, AXIS_Y or AXIS_Z depending on which axis is the smallest.
|
||||
Returns the axis of the vector's smallest value. See [code]AXIS_*[/code] constants.
|
||||
</description>
|
||||
</method>
|
||||
<method name="normalized">
|
||||
<return type="Vector3">
|
||||
</return>
|
||||
<description>
|
||||
Returns a copy of the normalized vector to unit length. This is the same as v / v.length().
|
||||
Returns the vector scaled to unit length. Equivalent to [code]v / v.length()[/code].
|
||||
</description>
|
||||
</method>
|
||||
<method name="outer">
|
||||
|
@ -181,7 +181,7 @@
|
|||
<argument index="0" name="b" type="Vector3">
|
||||
</argument>
|
||||
<description>
|
||||
Returns the outer product with b.
|
||||
Returns the outer product with [code]b[/code].
|
||||
</description>
|
||||
</method>
|
||||
<method name="reflect">
|
||||
|
@ -190,7 +190,7 @@
|
|||
<argument index="0" name="n" type="Vector3">
|
||||
</argument>
|
||||
<description>
|
||||
Reflects the vector along the given plane, specified by its normal vector.
|
||||
Returns the vector reflected from a plane defined by the given normal.
|
||||
</description>
|
||||
</method>
|
||||
<method name="rotated">
|
||||
|
@ -201,7 +201,7 @@
|
|||
<argument index="1" name="phi" type="float">
|
||||
</argument>
|
||||
<description>
|
||||
Rotates the vector around some axis by phi radians. The axis must be a normalized vector.
|
||||
Rotates the vector around a given axis by [code]phi[/code] radians. The axis must be a normalized vector.
|
||||
</description>
|
||||
</method>
|
||||
<method name="round">
|
||||
|
@ -216,7 +216,7 @@
|
|||
<argument index="0" name="n" type="Vector3">
|
||||
</argument>
|
||||
<description>
|
||||
Slide returns the component of the vector along the given plane, specified by its normal vector.
|
||||
Returns the component of the vector along a plane defined by the given normal.
|
||||
</description>
|
||||
</method>
|
||||
<method name="snapped">
|
||||
|
@ -238,18 +238,18 @@
|
|||
</methods>
|
||||
<members>
|
||||
<member name="x" type="float" setter="" getter="">
|
||||
X component of the vector.
|
||||
The vector's x component.
|
||||
</member>
|
||||
<member name="y" type="float" setter="" getter="">
|
||||
Y component of the vector.
|
||||
The vector's y component.
|
||||
</member>
|
||||
<member name="z" type="float" setter="" getter="">
|
||||
Z component of the vector.
|
||||
The vector's z component.
|
||||
</member>
|
||||
</members>
|
||||
<constants>
|
||||
<constant name="AXIS_X" value="0">
|
||||
Enumerated value for the X axis. Returned by functions like max_axis or min_axis.
|
||||
Enumerated value for the X axis. Returned by [method max_axis] and [method min_axis].
|
||||
</constant>
|
||||
<constant name="AXIS_Y" value="1">
|
||||
Enumerated value for the Y axis.
|
||||
|
|
Loading…
Reference in a new issue