godot/doc/classes/Vector2.xml

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="Vector2" category="Built-In Types" version="3.0-beta">
<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>
</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="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>